Devil Gang Swarm
Tiny fiend (swarm), chaotic evil
- Armor Class 12 (Natural Armor)
- Hit Points 84 (24d4+24)
- Speed 30 ft. walk, 30 ft. climb
STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 14 (+2)
- Skills Acrobatics +4, Sleight of Hand +4, Stealth +4
- Damage Resistances cold, non-magical slashing, piercing, and bludgeoning
- Damage Immunities fire, poison
- Condition Immunities grappled, poisoned
- Senses darkvision 120 ft., Passive Perception 13
- Languages Common, Infernal
- Challenge 4 (1,100)
Proficiency Bonus +2
Devil's Sight. The Devil Gang Swarm can see in magical darkness as if it was regular darkness.
Swarm. The Devil Gang Swarm can occupy another creature's space and vice versa, and can move through any opening large enough for a tiny creature, but can't regain hit points or gain temporary hit points.
Hold 'em Up! The Devil Gang Swarm can attempt to grapple a creature with a Dexterity (Acrobatics) roll, and does so with advantage if it is currently occupying that creature's space.
Gang Fury. While occupying another creature's space, the Devil Gang Swarm has advantage on attack rolls against that creature and scores a critical hit on an attack roll of 19 or 20.
Actions
Multiattack. The Devil Gang Swarm makes three Claws attacks.
Claws (above half hit points). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Claws (below half hit points). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Bonus Actions
Beat 'em Up! After hitting an enemy which space they occupy, the Devil Gang Swarm can use a bonus action to move itself and its target up to 10 feet without provoking attacks of opportunity.
After being reduced to half its maximum hit points, the Devil Gang Swarm cannot use this action.