*Image sourced from D&D 5e SRD, edited by IADnDMN*
### Swarm of Stirges
A truly terrifying sight (and sound) to behold, even hardened survivalists know to seek shelter when the droning buzz of a stirge swarm is heard.
Swarms of stirges are voracious drinkers of blood, and despite their small size have been known to completely overwhelm and exsanguinate entire parties of inexperienced adventurers.
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___
> ## Swarm of Stirges
>*Medium swarm of Tiny beasts, unaligned*
>___
>**Armor Class** 13
>**Hit Points** 33 (6d8 + 6)
>**Speed** 0 ft., fly 40 ft. (hover)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:-:|:-:|:-:|:-:|:-:|:-:|
>|7 (-2)|16 (+3)|13 (+1)|2 (-4)|8 (-1)|6 (-2)|
>___
>**Damage Resistances** bludgeoning, piercing, and slashing
>**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
>**Senses** darkvision 60 ft., passive Perception 9
>**Languages** —
>**Challenge** 3 (700 XP)
>___
>
>***Swarm.*** The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny stirge. The swarm can’t regain hit points or gain temporary hit points.
>
>### Actions
>
>***Blood Drain.*** *Melee Weapon Attack:* +5 to hit, reach 0 ft., one creature. *Hit:* 8 (2d4 + 3) piercing damage, or 5 (1d4 + 3) piercing damage if the swarm has half its hit points or fewer.
> Also on a hit, 2d4 - 2 stirges attach to the target, or 1d4 - 1 stirges if the swarm has half its hit points or fewer, and the swarm loses 1d4 hit points for each stirge attached. Each attached stirge becomes an independent stirge creature which acts on this turn of initiative, starting next round.
> While attached, a stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
> The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach a stirge. Immediately after doing so, the creature can use a bonus action to remove an additional stirge from the same target, if any remain.
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### Werestirge
Carriers of magical curses just as they are as of mundane diseases, a stirge that drains the blood of a humanoid infected with lycanthropy can then transmit the curse to another humanoid later on.
If such a stirge lives long enough, the lycanthropic curse it carries eventually changes, taking on the stirge's characteristics. From that point, a humanoid bit by the
carrier of werestirge lycanthropy must succeed on a DC 12 Constitution saving throw or become a werestirge.
Because the process by which this form of lycanthropy is created is so circuitous, and its only carriers so fragile, this form of lycanthropy is remarkably rare. However, while these are certainly one of the rarest variations of lycanthrope, werestirges are every bit as dangerous as the much more common werewolf.
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> ## Werestirge
>*Medium humanoid (human, shapechanger), neutral evil*
>___
>**Armor Class** 13
>**Hit Points** 39 (6d8 + 12)
>**Speed** 30 ft. (humanoid and hybrid form; 20 ft., fly 30 ft. in stirge form)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:-:|:-:|:-:|:-:|:-:|:-:|
>|10 (+0)|16 (+3)|14 (+2)|11 (+0)|9 (-1)|10 (+0)|
>___
>**Skills** Acrobatics +5, Perception +1
>**Damage Immunities** bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered
>**Senses** darkvision 60 ft. (stirge form only), passive Perception 11
>**Languages** Common (can't speak in stirge form)
>**Challenge** 3 (700 XP)
>___
>
>***Shapechanger.*** The werestirge can use its action to polymorph into a stirge-humanoid hybrid or into a giant stirge, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
>
>***Flyby (Stirge Form Only).*** The werestirge doesn't provoke opportunity attacks when it flies out of an enemy's reach.
>
>***Keen Smell.*** The werestirge has advantage on Wisdom (Perception) checks that rely on smell.
>
>### Actions
>
>***Multiattack (Humanoid or Hybrid Form Only).*** The werestirge makes two attacks with its daggers or rapier, in any combination.
>
>***Blood Drain (Stirge Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 7 (1d8 + 3) piercing damage, and the werestirge attaches to the target. While attached, the werestirge doesn't attack. Instead, at the start of each of the werestirge's turns, the target loses 7 (1d8 + 3) hit points due to blood loss, and the werestirge regains half as many hit points.
> The werestirge can detach itself by spending 5 feet of its movement. It does so after it drains 14 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the werestirge.
>
>***Bite (Hybrid Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw, or suffer a wound. A wounded creature loses 3 (1d6) hit points due to blood loss at the start of each of its turns for each wound it currently has. A wounded creature, or another creature within 5 feet of it, can use an action to make a DC 13 Wisdom (Medicine) check, or use a charge from a healer's kit to patch its wounds, ending all wounds on the target.
>
>***Rapier (Humanoid or Hybrid Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
>
>***Dagger (Humanoid or Hybrid Form Only).*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage.
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### Crota, Son of Oryx
*Suggested by Patron and Discord regular @whistlehunter, based on [the character from the Destiny series.](https://www.destinypedia.com/Crota,_Son_of_Oryx)*
Crota is the son of the immortal demon lord Oryx. Whereas most demon lords see merciless destruction as a goal in and of itself, Crota—like his father, Oryx—seeks to "perfect" the multiverse by destroying all civilizations and eradicating all races other than his own, leaving only the harmony of Hive to inherit the whole of existence.
While he is not omnipotent-adjacent like his father, Crota still possesses incredible power. Even beyond his immense martial strength and combat prowess, Crota wields a degree of control over reality itself reminicent of his father's. His sword can cut a "wound" in the very fabric of space, through which he can move vast distances in a single step.
Crota also has the ability to superimpose the properties of his nightmarish home plane over the terrain of a plane he inhabits, twisting it into a vile parody of its natural form, and empowering himself while within the boundaries of this corrupted space.
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> ## Crota, Son of Oryx
>*Large fiend (demon), chaotic evil*
>___
>**Armor Class** 20 (natural armor)
>**Hit Points** 297 (22d10 + 176)
>**Speed** 45 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:-:|:-:|:-:|:-:|:-:|:-:|
>|25 (+7)|16 (+3)|26 (+8)|14 (+2)|19 (+4)|24 (+7)|
>___
>**Saving Throws** Str +14, Dex +10, Con +15, Wis +11, Cha +14
>**Skills** Arcana +9, Athletics +14, History +9, Perception +11, Religion +9
>**Damage Resistances** cold, fire, necrotic, thunder
>**Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks
>**Condition Immunities** blinded, charmed, exhaustion, frightened, poisoned, petrified, unconscious
>**Senses** truesight 30 ft., darkvision 120 ft., passive Perception 10
>**Languages** all, telepathy 120 ft.
>**Challenge** 24 (62,000 XP)
>___
>
>***Aggressive.*** As a bonus action, Crota can move up to his speed toward a hostile creature that he can see.
>
>***Discorporation.*** When Crota drops to 0 hit points or dies, his body is destroyed but his essence travels back to his lair, and he is unable to take physical form for a time.
>
>***Hive Sight.*** Magical darkness doesn't impede Crota's darkvision.
>
>***Hive Weapons.*** Crota's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 3d6 necrotic damage (included in the attack).
>
>***Legendary Resistance (3/Day).*** If Crota fails a saving throw, he can choose to succeed instead.
>
>***Magic Resistance.*** Crota has advantage on saving throws against spells and other magical effects.
>
>***Rampage.*** When he reduces a creature to 0 hit points with a melee attack on its turn, Crota can take a bonus action to move up to half his speed and make a melee attack.
>
>### Actions
>
>***Multiattack.*** Crota makes three attacks with his sword, or one attack with his sword, and one rotting starfire attack .
>
>***Sword of Crota.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 17 (3d6 + 7) slashing damage plus 10 (3d6) necrotic damage.
>
>***Rotting Starfire.*** *Ranged Spell Attack:* +14 to hit, range 60 ft., one target. *Hit:* 13 (3d8) necrotic damage plus 13 (3d8) lightning damage. Hit or miss, each creature within 10 feet of the target must succeed on a DC 22 Dexterity saving throw or take half as much of each damage type.
>
>***Transpose Throne (1/Day).*** Crota transposes the matter and metaphysical properties of his lair to the surrounding terrain out to a radius of 1 mile for up to 24 hours. The regional effects of Crota's lair can be felt within this area, and Crota can use his Lair Actions, targeting spaces within it for the duration. This effect, and all associated effects end immediately if Crota is killed, reduced to 0 hit points, or leaves the plane on which it was used.
>
>### Legendary Actions
>
>Crota 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. Crota regains spent legendary actions at the start of his turn.
>
>**Quick Stike.** Crota makes an attack with his sword.
>**Wound Space (Recharge 5–6).** Crota enters a short-range planar portal, teleporting to an unoccupied space of his choice that he can see or is familiar with within 300 feet. This movement doesn't provoke opportunity attacks. If Crota can't fit in the destination space, the teleportation fails, and Crota takes 5 (1d10) force damage.
>**Sword Logic (Costs 2 Actions).** Crota stabs his blade into the ground, sending out a burst of metaphysical power in all directions, out to a range of 30 feet. Each creature within this area must make a DC 22 Charisma saving throw, taking 26 (4d12) psychic damage on failed save, or half as much on a successful one.
\pagebreak
### Crota's Lair
Crota’s lair is the demiplane on which he has built his palace. The demiplane is a dark, maleveolent place lit only by violent green soulfire storms that rage overhead. Places in the material realms over which he superimposes his home plane are likewise warped by its influence.
Crota's challenge rating is 26 (90,000 XP) when he’s encountered in his lair.
#### Lair Actions
On initiative count 20 (losing initiative ties), Crota can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
* Crota conjures a hovering manifestation of his Oversoul—the massive orb of energy in which he houses his own immortal essence—centered on a point 30 feet above himself. The conjured orb is a Gargantuan object, and has an AC of 10, 60 hit points, and has immunity to necrotic, poison, and psychic damage. The orb can be targeted as if it were a creature, and automatically fails any saving throws it is forced to make. The orb sheds bright light out to a range of 40 feet, and dim light an additionsal 40 feet. The orb remains stationary once conjured, floating in place until it or Crota are destroyed, or until Crota uses a subsequent lair action to detonate it.
* Crota detonates his conjured Oversoul orb, if present. Each creature other than Crota within 120 feet of the orb that is not behind total cover must make a DC 18 Constitution saving throw, taking 26 (4d12) necrotic damage and 26 (4d12) psychic damage on a failed save, or half as much on a successful one. This action destroys the conjured orb.
* Crota summons 1d6 Taken creatures in any unoccupied spaces he can see within 60 feet. The summoned creatures must be of a combined Challenge Rating no greater than 12. Roll initiative for these creatures the first time in a combat that they appear. Any such creatures summoned at any point until the end of combat act on this initiative. Any such Taken creature is completely loyal to Crota, and remains until either it or Crota is killed, at which point it disintegrates into nothingness.
#### Regional Effects
Throughout the entirety of his home plane, or in a region over which it has been superimposed, the environment manifests one or more of the following effects:
* Entropy and decay suffuse the area. Creatures in the area not of the fiend or aberration types who have resistance to necrotic damage lose this resistance, and such creatures in the area who have immunity to necrotic damage have this immunity replaced with resistance.
* The fiendish environment of Crota's home plane and its sheer metaphysical distance from the positive planes makes magical healing more difficult in areas suffused with its properties. Any time a creature would regain hit points from magical healing in this region, the number of hit points regained is reduced by 1d10 (minimum 0).
* Crota's home plane contains a vessel which collects the souls of all living creatures slain there. Any creature killed within this region can't be returned to life by any means other than a *wish* spell until Crota is permanently killed, or this vessel is destroyed. The vessel can take the form of any Huge or smaller object of Crota's choice in the area.
If Crota dies, these effects begin to fade immediately, disappearing completely over the course of 2d10 minutes.