b'Dishrag Dervish \n'b'  Large   swarm of Tiny undead ,  chaotic evil  \n'b'  Armor Class  13  Hit Points  27 (5d10)  Speed  0 ft., fly 30 ft. (hover)\n'b' STATS STR: 7 (-3) DEX:  17 (+3)  CON:  10 (+0)  INT:  11 (+0)  WIS:  14 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  acid, fire, lightning, thunder; bludgeoning and piercing  Damage Immunities  cold, necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  12  Languages  the languages it knew in life  Challenge  2 (450 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  False Appearance . While the dervish remains motionless, it is indistinguishable from a normal pile of cleaning supplies. \n'b'  Incorporeal Movement . The dervish can move through other creatures and objects as if they were  difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'  Rejuvenation . If destroyed, the dervish magically re-forms fully healed after 5 (2d4) days in its tavern. The dervish can be permanently destroyed only if someone cleans up its tavern, which might take hours or days depending on the state of the place. \n'b'  Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can\xe2\x80\x99t regain  hit points  or gain  temporary hit points . \n'b'  Tavern Bound . The dervish can\xe2\x80\x99t stray more than 120 feet from the taproom or drinking hall to which it is bound. \n'b'  Undead Nature . A sitebound spirit doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b'  Swarming Rags .  Melee Weapon Attack : +5 to hit, reach 0 ft., all targets in the dervish\xe2\x80\x99s space.  Hit : 10 (2d6 + 3) necrotic damage, and the target must succeed on a DC 10  Constitution  saving throw or take 3 (1d6) poison damage and be  poisoned  until the end of its next turn. \n'b'  Ectoplasmic Splash .  Ranged Weapon Attack : +5 to hit, range 30/60 ft., one target.  Hit : 10 (2d6 + 3) necrotic damage, and the target must succeed on a DC 10  Constitution  saving throw or take 3 (1d6) poison damage and be  poisoned  until the end of its ne xt turn. \n'b'  Greasy Spill . The dervish dumps grimy buckets and wrings out filthy sponges, creating a slippery puddle in a 15-foot radius around the dervish. Each creature standing in the area when the  grease  appears must succeed on a DC 12  Dexterity  saving throw or fall  prone . A creature that enters the area or ends its turn there must also succeed on a  Dexterity  saving throw or fall  prone . \n'b'\n'b' ABOUT \n'b' In abandoned taverns, dishrag dervishes hide in plain sight as discarded cleaning supplies or common trash until their sordid domain is disturbed. These spirits particularly despise rowdy revelers, unrepentant litterers, and anyone who openly worships a god of debauchery or libations. In combat, a dishrag dervish will single-mindedly target such bacchants and braggadocios, ignoring all others until it has slaked its thirst for vengeance. \n'b' The hardest-working employees of public houses and taverns-waiters, servants, bar hands, and others at the bottom rungs of the business-typically sustain the most abuse and indignity from guests and employers alike. Tragically, when destruction visits the establishment in the form of riotous mobs or belligerent arsonists, these same workers are also among the most likely to perish in the attack. Perhaps it is no wonder, then, why sometimes in the aftermath of an attack these poor souls refuse to move onto the afterlife until the indignities they\xe2\x80\x99ve suffered have been set right. \n'b' To haunt the building that caused them so much agony in life, these vengeful souls manifest as grubby dishrags, splintered brooms, and buckets of scummy dishwater that clatter across the drinking hall and terrorize anyone who still dares patronize the sinful business. It isn\xe2\x80\x99t long before the haunted drinking establishment goes out of business completely; yet, still, a dishrag dervish will go on haunting the ruins of its former tormentors until the last drop of alcohol is scrubbed from the building\xe2\x80\x99s floorboards.'