Swarm of Squirrels Medium Swarm of Tiny Beasts, unaligned Armor Class 14

14 Hit Points 21(6d6)

21(6d6) Speed 30ft., climb 30ft STR DEX CON INT WIS CHA 9 (-1) 18 (+4) 11 (+0) 2 (-4) 10 (+0) 3 (-4) Damage Resistances piercing, slashing

piercing, slashing Damage Vulnerability any area of effect damage

any area of effect damage Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned

charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 30ft, blindsense 15ft passive Perception 10

darkvision 30ft, blindsense 15ft passive Perception 10 Languages -

-

Actions Bite Melee weapon attack, +6 to hit, reach 0ft. One creature in the swarms space. Hit 14(4d6) piercing damage or 7(2d6) piercing damage if the swarm has half its hit points or fewer. The target must must succeed on a DC10 constitution saving throw or fall prone, becoming incapacitated with laughter and covered by a suit of fur until the swarms next turn.

Suit of Fur The swarm can completely cover a willing creature (or a unwilling creature that fails Con save) of medium size or smaller, absorbing any blows to the creature. Anyone contained in a suit of fur is unable to move and considered incapacitated due to the laughter.

This state of being incapacitated does not prevent the swarm from being telepathically directed by the summoner.

-

Pitter Patter of Furry Feet. Whenever the squirrels move the sound of numerous little feet confuse any creature using blindsense or tremorsense within range. Those creatures are at disadvantage on their next turn for any actions not taken against the swarm.

Bag of Furry Swarms

Summon Swarm With an action the holder can reach into the bag and pull out a small ball of fur, throwing it onto the ground. This creates a swarm of squirrels with the statblock above. The swarm is friendly with whomever summoned it and their allies. There are a maximum of 2 balls of fur in the bag, and an additional 1d4-2(minimum 0) balls will form each day.

Controlling Swarm The swarm can be controlled telepathically with a bonus action to give simple directions such as attack or move. It can also be given a general action taking longer than a single turn, such as defending a person or location and will do its best to follow that action.