b'Swarm of Hellwasps \n'b'  Large   swarm  of Tiny fiends,  lawful evil  \n'b'  Armor Class  15  Hit Points  90 (12d10 + 24)  Speed  5 ft., fly 40 ft.\n'b' STATS STR: 12 (+1) DEX:  20 (+5)  CON:  14 (+2)  INT:  5 (-3)  WIS:  11 (+0)  CHA:  3 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Resistances  bludgeoning, piercing, and slashing  Damage Immunities  fire, poison  Condition Immunities   charmed ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained , stunned  Senses  darkvision 60 ft., passive  Perception  10  Languages  understands Infernal but can\xe2\x80\x99t speak  Challenge  3 (700 XP) \n'b' Special Traits \n'b'   Swarm . The swarm can occupy one or more other creatures\xe2\x80\x99 spaces and vice versa, and the swarm can move through an opening large enough for a Tiny hellwasp. The swarm can\xe2\x80\x99t regain  hit points  or gain  temporary hit points . \n'b'  Actions \n'b'   Multiattack . The swarm makes two Stings attacks. \n'b'  Stings .  Melee Weapon Attack : +7 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space.  Hit : 12 (2d6 + 5) piercing damage, or 6 (1d6 + 3) piercing damage if the swarm has half of its  hit points  or fewer. The target must make a DC 15  Constitution  saving throw. On a failed save, it takes 21 (6d6) poison damage and is  poisoned  until the end of its next turn. On a successful saving throw, it takes half as much poison damage and is not  poisoned . \n'b'  Inhabit . The swarm enters the body of a dead or incapacitated creature of  size  Small, Medium, or Large. If the creature was dead, it becomes a  zombie  of the appropriate variety with full  hit points  under the control of the swarm. If the creature is alive, it must succeed on a DC 16  Constitution  saving throw or the swarm takes complete control of its body. The swarm may cause the creature to take any of its normal  actions , except spellcasting. Damage done to an inhabited creature is split evenly between the creature and the swarm. When a creature begins its turn inhabited by the swarm, it takes 7 (2d6) necrotic damage. An inhabited creature may repeat its saving throw at the end of each of its turns, expelling the swarm from its body and ending the swarm\xe2\x80\x99s control over it on a success. A living inhabited creature which dies from the swarm\xe2\x80\x99s necrotic damage becomes a  zombie  of the appropriate variety with full  hit points  under the control of the swarm. Casting  greater restoration  or  heal  on a living inhabited creature expels the swarm. \n'b'  About \n'b' Even Hell\xe2\x80\x99s fiendish inhabitants know to stay clear of the maddening buzz of hellwasp swarms. While individual hellwasps are mindless, when swarmed together they gain a hive mind that torments the living and the dead alike. Sages and diabolists argue as to why this happens, but a favored explanation is that all hellwasps contain the dispersed soul of some greater devil, scattered and imprisoned by his rivals for infractions lost to mortal knowledge. \n'b' Though intelligent, these swarms are often difficult to understand and reason with. A hellwasp swarm can speak in a fashion with its myriad droning wings. The chatter is often little more than repetitive mantras of insults and the voicing of the twisted and base desires of the swarm. \n'b' A hellwasp swarm has little use for reason, diplomacy, or discourse in other circumstances, for its desires are as savage as its home plane.'