Vexpa, Swarm Lord (5e Creature)

Vexpa, Swarm Lord

Large fiend (demon), chaotic evil


Armor Class 14 (natural armor)
Hit Points 45 (8d10)
Speed 5 ft., fly 60 ft.


STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 11 (+0) 20 (+5) 20 (+5) 20 (+5)

Saving Throws Dex +8
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 15
Languages all, telepathy 120 ft.
Challenge 15 (13,000 XP)


Swarm Leader. Vexpa can issue telepathic commands to any of her minions, at any time. If she is killed, the minions will avenge her.

ACTIONS

Stinger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and 11 (2d10) poison damage and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. Also, the target is subject to one of Vexpa's lair effects (on Vexpa's in lair page).

Outside of Lair. These statistics are for Vexpa when not in her lair. However, she still can use one of her most important abilities when outside of her lair. As an action, Vexpa transforms into a Tiny humanoid, with D20 hit points and no stinger. However, her walking speed is increased to 20 feet.

LEGENDARY ACTIONS

Vexpa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Vexpa regains spent legendary actions at the start of her turn.

Evade. Vexpa flies up to half her speed.
Return. Vexpa teleports back to her lair in the Abyss.
Sting. Vexpa makes one attack with her stinger.

Vexpa is a demon lord who lives in her layer of the Abyss. She controls her army of minions, and her layer bends to her will. In appearance, she appears to be a large, green, wasp. She is a magic user, but her magic only extends to her plane of existence. She can leave, but she is weak outside of her plane. See Vexpa (In Lair) (5e Creature).


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