b'Klaven Piranha Troop \n'b'  Huge swarm of Medium   aberrations  (klaven),  lawful evil  \n'b'  Armor Class  17 (natural armor) \n'b' Hit Points  147 (14d8+84) \n'b' Speed  30 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX:  18 (+4)  CON:  22 (+6)  INT:  13 (+1)  WIS:  18 (+4)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Condition Immunities   frightened  \n'b' Senses   darkvision  60 ft., passive  Perception  14 \n'b' Languages  Jagladine \n'b' Challenge  8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Klaven Traits . The klaven piranha troop has all the traits of a klaven. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The klaven piranha troop makes 1 slam  attack  and 2 bite attacks. \n'b'  Slam .  Melee Weapon Attack : +9 to hit, 5 ft. reach, one target.  Hit : 15 (2d8 + 6) bludgeoning damage. \n'b'  Bite .  Melee Weapon Attack : +9 to hit, 5 ft. reach, one target.  Hit : 22 (4d8 + 6) piercing damage, plus creatures within 5 feet of the target take half damage unless they succeed on a DC 16  Dexterity  saving throw. Chum the Waters. When a klaven piranha troop hits with a bite  attack  while in the water, the target must succeed on a DC 16  Constitution  saving throw or its wounds begin to bleed, causing it to take 1d6 piercing damage each round at the end of its turn. This bleeding can be halted with a DC 16  Medicine  check or any form of magical  healing , such as  cure wounds . The plumes of floating blood from its savage  attack  cause the water within a 10-foot radius of the klaven troop to become lightly obscured until the end of its next turn. The troop does not have disadvantage on its own  Wisdom  ( Perception ) checks from this obscurement.'