b'Swarm of Swamp Slirghs \n'b'  Large   swarm of Tiny Elementals ,  neutral  \n'b'  Armor Class  10 \n'b' Hit Points  66 (12d10) \n'b' Speed  30 ft., swim 40 ft.\n'b' STATS STR: 17 (+3) DEX:  11 (+0)  CON:  10 (+0)  INT:  7 (\xe2\x80\x932)  WIS:  15 (+2)  CHA:  3 (\xe2\x80\x934)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +2 \n'b' Damage Resistances  bludgeoning, piercing, slashing \n'b' Damage Immunities  poison \n'b' Condition Immunities   charmed ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained ,  stunned  \n'b' Senses   darkvision  60 ft., tremorsense 60 ft., passive  Perception  12 \n'b' Languages  Aquan, Terran \n'b' Challenge  3 (700 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Puddle Jump . Once on its turn, the swarm can use 10 feet of its movement to step magically through a body of water with its reach and emerge from a second body of water within 60 feet of the first, appearing in an unoccupied space within 5 feet of the second body of water. If the swarm is in a Huge or larger body of water, it can  teleport  to another location within the same body of water instead. \n'b'  Stench . Any creature that starts its turn within 5 feet of the swarm must succeed on a DC 12  Constitution  saving throw or be  poisoned  until the start of its next turn. On a successful saving throw, the creature is immune to the swarm\xe2\x80\x99s Stench for the next 24 hours. \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 elemental. The swarm can\xe2\x80\x99t regain  hp  or gain  temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b'  Bites .  Melee Weapon Attack : +5 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space.  Hit : 14 (4d6) piercing damage plus 9 (2d8) poison damage, or 7 (2d6) piercing damage plus 4 (1d8) poison damage if the swarm has half its  hp  or fewer. \n'b'  Spit Swamp Sludge .  Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target.  Hit : 18 (4d8) poison damage, or 9 (2d8) poison damage if the swarm has half its  hp  or fewer. \n'b'  Soggy Relocation (Recharge 5\xe2\x80\x936) . While at least one creature is in the swarm\xe2\x80\x99s space, the swarm uses Puddle  Jump , attempting to pull one creature along for the ride. The target must succeed on a DC 13  Strength  saving throw or be magically teleported along with the swarm to the swarm\xe2\x80\x99s destination.'