b'Swarm of Quasits \n'b'  Medium   swarm of Tiny fiends ( demon , shapechanger) ,  chaotic evil  \n'b'  Armor Class  15 (studded leather armor) \n'b' Hit Points  65 (10d8 + 20) \n'b' Speed  40 ft.\n'b' STATS STR: 10 (+0) DEX:  18 (+4)  CON:  14 (+2)  INT:  6 (-2)  WIS:  10 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +6 \n'b' Damage Resistances  cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities  poison \n'b' Condition Immunities   poisoned  \n'b' Senses   darkvision  120 ft., passive  Perception  10 \n'b' Languages  Abyssal, Common \n'b' Challenge  4 (1,100 xp) \n'b' SPECIAL TRAITS \n'b'\n'b'  Magic Resistance . The swarm has advantage on saving throws against spells and other magical effects. \n'b'  Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny quasit. The swarm can\xe2\x80\x99t regain  hit points  or gain  temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b'  Invisibility . The swarm magically turns  invisible  until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the creatures in the swarm wear or carry becomes  invisible  with it. \n'b'  Scare (1/Day) . One creature of the swarm\xe2\x80\x99s choice within 20 feet of it must succeed on a DC 12  Wisdom  saving throw or be  frightened  for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A  frightened  creature that can see the swarm has disadvantage on the saving throw. \n'b'  Tiny Swords .  Melee Weapon Attack : +7 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space.  Hit : 11 (2d6 + 4) piercing damage or 7 (1d6 + 4) piercing damage if the swarm has less than half of its hit point maximum. In addition, the target must succeed on a DC 12  Constitution  saving throw or take 7 (2d6) poison damage and become  poisoned  for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.'