Medium aberration, Unaligned
| Armor Class | 14 |
|---|---|
| Hit Points | 104 (16d8 + 32) |
| Speed | 0 ft., swim 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 19 (+4) | 14 (+2) | 1 (-5) | 11 (+0) | 3 (-4) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | bludgeoning; piercing; slashing |
| Damage Immunities | psychic |
| Condition Immunities | charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned |
| Senses | blindsight 60 ft. (blind beyond this radius), passive Perception 10 |
| Languages | — |
| Challenge | 6 |
The swarm can occupy another creature's space and vice versa, and the swarm can move through an opening as narrow as 1 foot wide. The swarm can't regain hit points or gain temporary hit points.
Each time the swarm takes damage, any creature within 5 feet of it must make a DC 13 Wisdom saving throw. On a failed saving throw, the creature suffers the following effects until the end of its next turn: it has disadvantage on its attack rolls, it can't take reactions, and its speed is halved.
The swarm can breathe only underwater.
Melee Attack Roll: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half its hit points or fewer.
Each creature in the swarm's space must make a DC 13 Wisdom saving throw. On a failed saving throw, a creature takes 24 (7d6) psychic damage and is stunned until the end of its next turn. The effect ends on a creature if the swarm moves out of the creature's space or if another creature within 5 feet of the swarm uses an action to make a DC 14 Strength check, pulling the affected creature out of the swarm on a successful check. On a successful saving throw, a creature takes half as much damage and suffers no other effects.