14
36 (8d3)
30 ft., climb 30 ft.
bludgeoning, piercing, slashing
charmed, frightened, paralyzed, petrified, prone, restrained, stunned
darkvision 30 ft.
-
2
The swarm has advantage on Wisdom (Perception) checks that rely on smell.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny squirrel. The swarm can't regain hit points or ' gain temporary hit points.
Melee Weapon Attack: +6 to hit, reach 0 ft, one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 10 Constitution saving throw or fall prone, becoming incapacitated with laughter and unable to stand up until the end of the swarm's next turn.