12
110 (20d12 - 20)
30 ft.
bludgeoning, piercing, and slashing damage
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
darkvision 60 ft.
Common, Draconic
7
+3
The swarm has advantage on ability checks.
The swarm has advantage on all attack rolls against creatures in the swarm's space or within 5 feet of it.
While in sunlight, the swarm has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The swarm makes three weapon attacks. It can replace two of these weapon attacks with a single hogtie.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (6d4) piercing damage, or half that if the swarm has half its hit points or fewer.
Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 15 (6d4) bludgeoning damage, or half that if the swarm has half its hit points or fewer.
The swarm engulfs a creature within its space, which must succeed on a DC 13 Strength saving throw or else become restrained by ropes and dropped prone by the kobolds. A creature can use its action to attempt a DC 13 Dexterity (Sleight of Hand) or Wisdom (Survival) check, untying the ropes on a success.