11
21 (6d8-6)
20 ft., swim 20 ft.
Perception +1, Stealth +3
bludgeoning, piercing and slashing
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
1/4
+2
The swarm can breathe air and water.
A Large or smaller creature occupying the same space as the swarm has disadvantage on weapon attacks.
The swarm's long jump is up to 10 feet and its high jump up to 5 feet, with or without a running start.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny frog. The swarm can't regain hit points or gain temporary hit points.
Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half its hit points or fewer.