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Vigil Slayers

Gargantuan humanoid, chaotic good

Slaughterers of The Profane

Armor Class 16 (Unarmored Defense)
Hit Points 215 (16d20+72)
Speed 35 ft.
STR
20
(+5)
DEX
16
(+3)
CON
18
(+4)
INT
8
(-1)
WIS
12
(+1)
CHA
8
(-1)
Saving Throws DEX +6, Con +7
Skills Athletics +8, Intimidation +2, Perception +4
Damage Resistances Non-magical B/S/P, Radiant
Senses Passive Perception 13
Languages Common
Challenge 5 (1,800 XP)

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for an individual creature within the horde. Additionally, the horde is immune to any spell or effect that would alter its form.

Reactive. The horde can take one reaction on every turn in combat.

Multiattack. The horde makes four attacks, or two attacks if the horde has half its hit points or fewer.

Horde Immunites. The horde gains immunity to the following conditions: charmed, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned, and unconscious. These immunities can be suspended if the horde is entirely within an area of effect (Ex. the Stinking Cloud Spell, with the entirety of the horde within it could still give the horde the Poisoned condition). An AoE damage spell that envelopes the horde causes the horde to become vulnerable to that damage type for that spell, an AoE spell that does not envelope the horde entirely gives the horde resistance to that damage type.

Actions

Holy Maul. The horde makes up to 4 melee attacks with their Mauls +8 to hit, 2d6+5 Bludgeoning, + 1d4 Radiant

Divine Bloodlust. Each creature of the horde's choice in the horde's space must make a DC 15 Dexterity saving throw. On a failed save, a creature takes (12d6) Bludgeoning damage, and (6d4) Radiant damage, or (6d6) Bludgeoning and (3d4) Radiant damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage. Undead, Fiends, and Aberrations have disadvantage on this save

Fury of Justice (Bonus Action Recharge 5-6). The Slayers enter a state of fury. At the start of each turn, roll a d6, on a 1 the fury ends, on any other number the fury continues. The effects of the fury are as follows, The strength score of the Slayers increases by 2, their movement increases by 10ft, the number required for a critical strike is decreased by 1, or 2 if the target is an Undead, Fiend, or Aberration, and critical strikes deal one additional set of dice. Additionally, the DC for Divine Bloodlust increases to 17. The horde cannot roll to recharge the Fury of Justice until the current one has concluded.