jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Shield Guardian monster in D&D 5e.
Answer: Shield Guardian is a Large construct (unaligned).
AC: 17 (natural), HP: 142 (15d10), Speed: walk 30 ft..
Abilities: STR 18 DEX 8 CON 18 INT 7 WIS 10 CHA 3.
Senses: blindsight 10 ft., darkvision 60 ft., passive_perception 10. Languages: understands commands given in any language but can't speak. CR: 7.

Special Abilities:
**Bound:** The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

**Regeneration:** The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point.

**Spell Storing:** A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
Actions:
**Multiattack:** The guardian makes two fist attacks.

**Fist:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Question: Describe the Shrieker monster in D&D 5e.
Answer: Shrieker is a Medium plant (unaligned).
AC: 5 (dex), HP: 13 (3d8), Speed: walk 0 ft..
Abilities: STR 1 DEX 1 CON 10 INT 1 WIS 3 CHA 1.
Senses: blindsight 30 ft. (blind beyond this radius), passive_perception 6. Languages: None. CR: 0.

Special Abilities:
**False Appearance:** While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.
Question: Describe the Silver Dragon Wyrmling monster in D&D 5e.
Answer: Silver Dragon Wyrmling is a Medium dragon (lawful good).
AC: 17 (natural), HP: 45 (6d8), Speed: walk 30 ft., fly 60 ft..
Abilities: STR 19 DEX 10 CON 17 INT 12 WIS 11 CHA 15.
Senses: blindsight 10 ft., darkvision 60 ft., passive_perception 14. Languages: Draconic. CR: 2.

Actions:
**Bite:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

**Breath Weapons:** The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Question: Describe the Skeleton monster in D&D 5e.
Answer: Skeleton is a Medium undead (lawful evil).
AC: 13 (armor), HP: 13 (2d8), Speed: walk 30 ft..
Abilities: STR 10 DEX 14 CON 15 INT 6 WIS 8 CHA 5.
Senses: darkvision 60 ft., passive_perception 9. Languages: understands all languages it spoke in life but can't speak. CR: 0.25.

Actions:
**Shortsword:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

**Shortbow:** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Question: Describe the Solar monster in D&D 5e.
Answer: Solar is a Large celestial (lawful good).
AC: 21 (natural), HP: 243 (18d10), Speed: walk 50 ft., fly 150 ft..
Abilities: STR 26 DEX 22 CON 26 INT 25 WIS 25 CHA 30.
Senses: truesight 120 ft., passive_perception 24. Languages: all, telepathy 120 ft.. CR: 21.

Special Abilities:
**Angelic Weapons:** The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

**Divine Awareness:** The solar knows if it hears a lie.

**Innate Spellcasting:** The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather

**Magic Resistance:** The solar has advantage on saving throws against spells and other magical effects.
Actions:
**Multiattack:** The solar makes two greatsword attacks.

**Greatsword:** Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

**Slaying Longbow:** Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

**Flying Sword:** The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

**Healing Touch:** The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Question: Describe the Specter monster in D&D 5e.
Answer: Specter is a Medium undead (chaotic evil).
AC: 12 (dex), HP: 22 (5d8), Speed: walk 0 ft., fly 50 ft., hover true.
Abilities: STR 1 DEX 14 CON 11 INT 10 WIS 10 CHA 11.
Senses: darkvision 60 ft., passive_perception 10. Languages: understands all languages it knew in life but can't speak. CR: 1.

Special Abilities:
**Incorporeal Movement:** The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

**Sunlight Sensitivity:** While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions:
**Life Drain:** Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Question: Describe the Spider monster in D&D 5e.
Answer: Spider is a Tiny beast (unaligned).
AC: 12 (dex), HP: 1 (1d4), Speed: walk 20 ft., climb 20 ft..
Abilities: STR 2 DEX 14 CON 8 INT 1 WIS 10 CHA 2.
Senses: darkvision 30 ft., passive_perception 12. Languages: None. CR: 0.

Special Abilities:
**Spider Climb:** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Web Sense:** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

**Web Walker:** The spider ignores movement restrictions caused by webbing.
Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
Question: Describe the Spirit Naga monster in D&D 5e.
Answer: Spirit Naga is a Large monstrosity (chaotic evil).
AC: 15 (natural), HP: 75 (10d10), Speed: walk 40 ft..
Abilities: STR 18 DEX 17 CON 14 INT 16 WIS 15 CHA 16.
Senses: darkvision 60 ft., passive_perception 12. Languages: Abyssal, Common. CR: 8.

Special Abilities:
**Rejuvenation:** If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

**Spellcasting:** The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:

- Cantrips (at will): mage hand, minor illusion, ray of frost
- 1st level (4 slots): charm person, detect magic, sleep
- 2nd level (3 slots): detect thoughts, hold person
- 3rd level (3 slots): lightning bolt, water breathing
- 4th level (3 slots): blight, dimension door
- 5th level (2 slots): dominate person
Actions:
**Bite:** Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.
Question: Describe the Sprite monster in D&D 5e.
Answer: Sprite is a Tiny fey (neutral good).
AC: 15 (armor), HP: 2 (1d4), Speed: walk 10 ft., fly 40 ft..
Abilities: STR 3 DEX 18 CON 10 INT 14 WIS 13 CHA 11.
Senses: passive_perception 13. Languages: Common, Elvish, Sylvan. CR: 0.25.

Actions:
**Longsword:** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

**Shortbow:** Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

**Heart Sight:** The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

**Invisibility:** The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
Question: Describe the Spy monster in D&D 5e.
Answer: Spy is a Medium humanoid (any alignment).
AC: 12 (dex), HP: 27 (6d8), Speed: walk 30 ft..
Abilities: STR 10 DEX 15 CON 10 INT 12 WIS 14 CHA 16.
Senses: passive_perception 16. Languages: any two languages. CR: 1.

Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. Special Abilities:
**Cunning Action:** On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

**Sneak Attack (1/Turn):** The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Actions:
**Multiattack:** The spy makes two melee attacks.

**Shortsword:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

**Hand Crossbow:** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Question: Describe the Steam Mephit monster in D&D 5e.
Answer: Steam Mephit is a Small elemental (neutral evil).
AC: 10 (dex), HP: 21 (6d6), Speed: walk 30 ft., fly 30 ft..
Abilities: STR 5 DEX 11 CON 10 INT 11 WIS 10 CHA 12.
Senses: darkvision 60 ft., passive_perception 10. Languages: Aquan, Ignan. CR: 0.25.

Special Abilities:
**Death Burst:** When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

**Innate Spellcasting:** The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
Actions:
**Claws:** Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.

**Steam Breath:** The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.
Question: Describe the Stirge monster in D&D 5e.
Answer: Stirge is a Tiny beast (unaligned).
AC: 14 (natural), HP: 2 (1d4), Speed: walk 10 ft., fly 40 ft..
Abilities: STR 4 DEX 16 CON 11 INT 2 WIS 8 CHA 6.
Senses: darkvision 60 ft., passive_perception 9. Languages: None. CR: 0.125.

Actions:
**Blood Drain:** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
Question: Describe the Stone Giant monster in D&D 5e.
Answer: Stone Giant is a Huge giant (neutral).
AC: 17 (natural), HP: 126 (11d12), Speed: walk 40 ft..
Abilities: STR 23 DEX 15 CON 20 INT 10 WIS 12 CHA 9.
Senses: darkvision 60 ft., passive_perception 14. Languages: Giant. CR: 7.

Special Abilities:
**Stone Camouflage:** The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions:
**Multiattack:** The giant makes two greatclub attacks.

**Greatclub:** Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

**Rock:** Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Question: Describe the Stone Golem monster in D&D 5e.
Answer: Stone Golem is a Large construct (unaligned).
AC: 17 (natural), HP: 178 (17d10), Speed: walk 30 ft..
Abilities: STR 22 DEX 9 CON 20 INT 3 WIS 11 CHA 1.
Senses: darkvision 120 ft., passive_perception 10. Languages: understands the languages of its creator but can't speak. CR: 10.

Special Abilities:
**Immutable Form:** The golem is immune to any spell or effect that would alter its form.

**Magic Resistance:** The golem has advantage on saving throws against spells and other magical effects.

**Magic Weapons:** The golem's weapon attacks are magical.
Actions:
**Multiattack:** The golem makes two slam attacks.

**Slam:** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

**Slow:** The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Question: Describe the Storm Giant monster in D&D 5e.
Answer: Storm Giant is a Huge giant (chaotic good).
AC: 16 (armor), HP: 230 (20d12), Speed: walk 50 ft., swim 50 ft..
Abilities: STR 29 DEX 14 CON 20 INT 16 WIS 18 CHA 18.
Senses: passive_perception 19. Languages: Common, Giant. CR: 13.

Special Abilities:
**Amphibious:** The giant can breathe air and water.

**Innate Spellcasting:** The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: detect magic, feather fall, levitate, light
3/day each: control weather, water breathing
Actions:
**Multiattack:** The giant makes two greatsword attacks.

**Greatsword:** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.

**Rock:** Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.

**Lightning Strike:** The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Question: Describe the Succubus/Incubus monster in D&D 5e.
Answer: Succubus/Incubus is a Medium fiend (neutral evil).
AC: 15 (natural), HP: 66 (12d8), Speed: walk 30 ft., fly 60 ft..
Abilities: STR 8 DEX 17 CON 13 INT 15 WIS 12 CHA 20.
Senses: darkvision 60 ft., passive_perception 15. Languages: Abyssal, Common, Infernal, telepathy 60 ft.. CR: 4.

Special Abilities:
**Telepathic Bond:** The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

**Shapechanger:** The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Actions:
**Claw (Fiend Form Only):** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

**Charm:** One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

**Draining Kiss:** The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

**Etherealness:** The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
Question: Describe the Swarm of Bats monster in D&D 5e.
Answer: Swarm of Bats is a Medium swarm of Tiny beasts (unaligned).
AC: 12 (dex), HP: 22 (5d8), Speed: walk 0 ft., fly 30 ft..
Abilities: STR 5 DEX 15 CON 10 INT 2 WIS 12 CHA 4.
Senses: blindsight 60 ft., passive_perception 11. Languages: None. CR: 0.25.

Special Abilities:
**Echolocation:** The swarm can't use its blindsight while deafened.

**Keen Hearing:** The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

**Swarm:** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.
Actions:
**Bites:** Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.
Question: Describe the Swarm of Beetles monster in D&D 5e.
Answer: Swarm of Beetles is a Medium swarm of Tiny beasts (unaligned).
AC: 12 (natural), HP: 22 (5d8), Speed: walk 20 ft., burrow 5 ft., climb 20 ft..
Abilities: STR 3 DEX 13 CON 10 INT 1 WIS 7 CHA 1.
Senses: blindsight 10 ft., passive_perception 8. Languages: None. CR: 0.5.

Special Abilities:
**Swarm:** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Actions:
**Bites:** Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Question: Describe the Swarm of Centipedes monster in D&D 5e.
Answer: Swarm of Centipedes is a Medium swarm of Tiny beasts (unaligned).
AC: 12 (natural), HP: 22 (5d8), Speed: walk 20 ft., climb 20 ft..
Abilities: STR 3 DEX 13 CON 10 INT 1 WIS 7 CHA 1.
Senses: blindsight 10 ft., passive_perception 8. Languages: None. CR: 0.5.

Special Abilities:
**Swarm:** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Actions:
**Bites:** Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.
Question: Describe the Swarm of Insects monster in D&D 5e.
Answer: Swarm of Insects is a Medium swarm of Tiny beasts (unaligned).
AC: 12 (natural), HP: 22 (5d8), Speed: walk 20 ft., climb 20 ft..
Abilities: STR 3 DEX 13 CON 10 INT 1 WIS 7 CHA 1.
Senses: blindsight 10 ft., passive_perception 8. Languages: None. CR: 0.5.

Special Abilities:
**Swarm:** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Actions:
**Bites:** Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Question: Describe the Swarm of Poisonous Snakes monster in D&D 5e.
Answer: Swarm of Poisonous Snakes is a Medium swarm of Tiny beasts (unaligned).
AC: 14 (dex), HP: 36 (8d8), Speed: walk 30 ft., swim 30 ft..
Abilities: STR 8 DEX 18 CON 11 INT 1 WIS 10 CHA 3.
Senses: blindsight 10 ft., passive_perception 10. Languages: None. CR: 2.

Special Abilities:
**Swarm:** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.
Actions:
**Bites:** Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Question: Describe the Swarm of Quippers monster in D&D 5e.
Answer: Swarm of Quippers is a Medium swarm of Tiny beasts (unaligned).
AC: 13 (dex), HP: 28 (8d8), Speed: walk 0 ft., swim 40 ft..
Abilities: STR 13 DEX 16 CON 9 INT 1 WIS 7 CHA 2.
Senses: darkvision 60 ft., passive_perception 8. Languages: None. CR: 1.

Special Abilities:
**Blood Frenzy:** The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

**Swarm:** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.

**Water Breathing:** The swarm can breathe only underwater.
Actions:
**Bites:** Melee Weapon Attack: +5 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.