Some say the sluagh are fey turned by vampires, while others say they are the evil souls of violent men, who cannot rest and return to kill. Still others claim they are the souls of devilbound gnomes who committed suicide. All agree that they are loathsome by nature.
Cowards Alone. These tiny, malevolent fey dwell in darkness. Alone they are cowards, but they are rarely encountered alone. They are most active during the winter, especially during winter’s long nights. They usually speak to their victims as they attack, but those shouts are little more than whispers to the ears of their prey.
Chilling Touch. Sluagh feed by using their chilling touch. They devour small animals if nothing more appetizing is available. Their victims are easy to identify; their skin is unnaturally cold, and their features are frozen in fear. Swarms of sluagh serve hags, devils, trollkin, and evil fey who know the blood rituals to summon and direct them. Shadow fey and drow send them against other elves, often targeting the defenders of elven settlements, or their spouses and children.
Legless Flocks. Sluagh are tiny, gaunt humanoid creatures the size of a weasel. They have no legs; instead their torso tapers off in a disquieting way. Though they can fly, they can also pull themselves quickly across the ground with their arms. They are always draped in black, though their actual skin and hair are pale white. They have sharp claws and fangs, and their eyes are entirely black. In masses, they somewhat resemble a flock of strange birds.
Medium swarm of tiny fey, chaotic evil
Armor Class 13
Hit Points 54 (12d8)
Speed 30 ft., fly 50 ft.
|6 (-2)||16 (+3)||11 (+0)||6 (-2)||13 (+1)||10 (+0)|
Skills Stealth +5
Damage Vulnerabilities fire
Damage Resistances cold; bludgeoning, piercing, and slashing
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 11
Languages Common, Sylvan
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 fey. The swarm can’t regain hit points or gain temporary hit points.
Shadowy Stealth. While in dim light or darkness, the sluagh swarm can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the sluagh swarm has disadvantage on attack rolls, ability checks, and saving throws.
Chilling Touch. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 28 (8d6) cold damage or 14 (4d6) cold damage if the swarm has half of its hit points or fewer. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a Greater Restoration spell or comparable magic.