Meerkats, Swarm

Medium Beast, unaligned

Armor Class 12

Hit Points 22 (5d8)

Speed walk +20, burrow +10

Challenge 1/2

STR
9
-1
DEX
14
+2
CON
10
+0
INT
2
-4
WIS
10
+0
CHA
4
-3

Skills perception +0

Damage Resistances bludgeoning, piercing, poison, slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses passive Perception 10

Languages

Special Abilities

Corral. A creature in the swarm's space must make DC 12 Dex save to leave its space. The creature has advantage on its save if the swarm has half of its hp or fewer.

Keen Sight. Advantage: sight Wis (Percept) checks.

Snake Hunter. Has advantage on saves vs. being poisoned.

Swarm. Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny meerkat. Swarm can't regain hp or gain temp hp.

Actions

Bite. Melee Weapon Attack: +4 to hit, 0 ft., one creature, in the swarm's space. 10 (4d4) piercing damage or 5 (2d4) piercing damage if swarm has half of its hp or fewer.

Source: Tome of Beasts 3 · OGL/Open