*medium swarm of tiny animals*
***
### Attributes
**Armor Class** 14
**Hit Points** 63 (14d8)
**Speed** 9 m., burrow 3m.
STR |DEX| CON| INT| WIS| CHA
-|-|-|-|-|-
10 (+0)| 18 (+4)| 10 (+0)| 2 (-4)| 10 (+0)| 3 (-4)
**Condition Immunities** Charmed, Frightened, Grappled, Paralyzed, Prone, Restrained, Stunned
**Damage Resistances** Bludgeoning, Piercing, Slashing
**Damage Vulnerability** Any damage that affects more than a 1.5 meter square
**Senses** Acute Olfaction, Darkvision, Passive Perception 10
**Challenge** 2 (450 XP)
***
### Features
**Keen Smell.** The swarm has advantage on Wisdom (Perception) checks that rely on smell.
**Swarm.** The swarm can occupy another character’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points. They heal by breeding, and recover 5 hit points every long rest.
***
### Actions
***Burrowing Bites.*** *Melee Weapon Attack*: +6 to hit, reach 1.5 m., one target. Hit: 18 (4d8) piercing damage, or 13 (3d8) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, failure meaning a worm has burrowed in the targets flesh. The target will take 1d4 irreducible damage at the start of each of their turns until the worm is removed. Removing a burrowed worm requires an action from an adjacent ally, and a successful DC 15 Intelligence (Life Science) check. The treat malady or detoxify hacks will also work.
***
### Description
These monstrosities were designed by a mining corporation called Terravista. Their teeth are harder than diamonds and they are employed to carve out facilities underground. Unfortunately, they are also carnivorous and have a tendency to burrow into the flesh of anything alive around them. They've fallen out of industrial use in most countries due to some major workplace disasters involving hundreds of slain miners.
#SOK