14 (natural armor)
45 (10d8)
10 ft., fly 40 ft.
bludgeoning, piercing, and slashing
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
darkvision 60 ft.
10
+4
While the swarm is attached to a creature, the swarm takes only half the damage dealt to it, and the creature the swarm is attached to takes the other half.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a single member of the swarm. The swarm can't regain hit points or gain temporary hit points.
Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 25 (10d4) piercing damage or half that if the swarm has half its hit points or fewer, and the swarm attaches to the target. While attached, the swarm doesn't attack. Instead, at the start of each of the swarm's turns, the target loses 25 (10d4) hit points due to blood loss, or half that if the swarm has half its hit point or fewer. The swarm can detach itself by spending 5 feet of its movement. It does so after it drains 50 hit points of blood from the target or the target dies. A creature, including the target, can use its action to attempt to remove the stirges. This requires a successful DC 10 Strength (Athletics) check.