b'Swarm, Manabane Scarabs \n'b'  Family:   Insects Rodents &amp; Vermin  \n'b'  Medium  swarm of Tiny  beasts ,  unaligned  \n'b'  Armor Class  15 (natural armor)  Hit Points  82 (11d8 + 33)  Speed  20 ft., burrow 10 ft., climb 20 ft., fly 10 ft.\n'b' STATS STR: 3 (-4) DEX:  16 (+3)  CON:  16 (+3)  INT:  1 (-5)  WIS:  13 (+1)  CHA:  2 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Stealth  +5  Damage Resistances  bludgeoning, piercing, slashing  Condition Immunities   charmed ,  frightened ,  grappled ,  paralyzed ,  petrified ,  prone ,  restrained ,  stunned   Senses  blindsight 10 ft., darkvision 30 ft., tremorsense 30 ft., passive  Perception  13  Languages  \xe2\x80\x94  Challenge  4 (1,100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Limited Magic Immunity . The swarm of manabane scarabs can\xe2\x80\x99t be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b'  Sense Magic . The swarm of manabane scarabs senses magic within 120 feet of it at will. This trait otherwise works like the  detect magic  spell but isn\xe2\x80\x99t itself magical. \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 insect. 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 : 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the swarm has half of its  hit points  or fewer, and the swarm can attempt to end one random magical effect of 2nd level or lower on the target. This effect works like the  dispel magic  spell, except the swarm must always make an ability check. Its ability check for this is +5. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Drain Magic Item . The swarm drains the magic from one magic item in its space that isn\xe2\x80\x99t being worn or carried. A magic item with charges loses 1d4 charges, an item with limited uses per day loses one daily use, and a single-use item, such as a potion or  spell scroll  is destroyed. All other magic items have their effects suppressed for 1 minute. A drained item regains its magic after 1 hour. \n'b'\n'b' ABOUT \n'b' These clicking, turquoise-colored beetles have faintly luminescent golden glyphs on their backs, which grow brighter as they slowly draw near. \n'b' Manabane scarabs are vermin infused with the ancient magic of fallen desert empires. \n'b'  Devour Magic . Whether from gnawing on the flesh of the undead or nesting in areas rife with lingering enchantment, these beetles have developed a taste for the power of magic even as its power has marked them. The graven glyphs on their carapaces resemble the priestly cuneiform of long-dead kingdoms, and the more magical energy they consume, the brighter they glow. Manabane scarabs pursue magic without hesitation or fear, tirelessly seeking to drain it for sustenance.'