b'Wake of Corpse Vultures \n'b'  Huge   swarm of Medium undead ,  chaotic evil  \n'b'  Armor Class  12  Hit Points  68 (8d12 + 8)  Speed  10 ft., fly 60 ft.\n'b' STATS STR: 9 (-1) DEX:  15 (+2)  CON:  15 (+2)  INT:  3 (-4)  WIS:  9 (-1)  CHA:  4 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +1  Damage Resistances  bludgeoning, piercing, slashing  Damage Immunities  necrotic, poison  Condition Immunities   charmed ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained ,  stunned   Senses  passive  Perception  11  Languages  \xe2\x80\x93  Challenge  2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Keen Sight and Smell . The wake has advantage on  Wisdom  ( Perception ) checks that rely on sight or smell. \n'b'  Stench of Offal . Any creature that starts its turn within the wake of corpse vultures must succeed on a DC 12  Constitution  saving throw or be  poisoned  for 1 minute. If the creature fails its saving throw by 5 or more, its speed is also halved for 1 minute. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the wake\xe2\x80\x99s Stench of Offal for the next 24 hours. \n'b'  Wake of Corpse Vultures . The wake can occupy another creature\xe2\x80\x99s space and vice versa, and the wake can move through any opening large enough for a medium corpse vulture. The wake can\xe2\x80\x99t regain  hit points  or gain  temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b'  Vile Beaks .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target in the wake\xe2\x80\x99s space.  Hit : 11 (2d10) piercing damage plus 10 (4d4) necrotic damage, or 5 (1d10) piercing damage plus 5 (2d4) necrotic damage if the wake has half its  hit points  or fewer.'