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Meerkats, Swarm 2014

CR 1/2 beast

Medium beast, unaligned


Armor Class
12
Hit Points
22 (5d8)
Speed
20 ft., burrow 10 ft.

STR9 (-1)
DEX14 (+2)
CON10 (+0)
INT2 (-4)
WIS10 (+0)
CHA4 (-3)

Saving Throws
Skills
Perception +0
Resistances
bludgeoning, piercing, poison, slashing
Condition Immunities
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses
passive Perception 10
Languages
—
Challenge
1/2 (100 XP) · Proficiency Bonus +2

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.

Source: Tome of Beasts 3 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details