b'Swarm, Wharfling \n'b'  Large  swarm of Tiny  beasts ,  unaligned  \n'b'  Armor Class  13  Hit Points  66 (12d100)  Speed  30 ft., climb 10 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX:  16 (+3)  CON:  10 (+0)  INT:  2 (\xe2\x80\x934)  WIS:  12 (+1)  CHA:  8 (\xe2\x80\x931)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Sleight of Hand  +5  Damage Resistances  bludgeoning, piercing, slashing  Condition Immunities   charmed ,  frightened ,  grappled ,  paralyzed ,  petrified ,  prone ,  restrained ,  stunned   Senses   darkvision  60 ft., passive  Perception  13  Languages  \xe2\x80\x94  Challenge  3 (700 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The swarm of wharflings can breathe air and water. \n'b'  Snapping Jaws . A creature that attempts to move out of or through the swarm of wharflings must succeed on a DC 13  Dexterity  saving throw or take 7 (2d6) piercing damage. \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 wharfling. The swarm can\xe2\x80\x99t regain  hp  or gain  temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b'  Pilfering 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  hp  or fewer, and the target must succeed on a DC 13  Dexterity  saving throw or lose one item it is wearing or carrying to the swarm, provided the item weighs no more than 10 pounds, isn\xe2\x80\x99t a weapon, and isn\xe2\x80\x99t wrapped around or firmly attached to the target, such as a shirt or armor. \n'b'\n'b' ABOUT \n'b' An undulating mass of flesh and teeth, a wharfling swarm is a horrific sight by moonlight. \n'b'  Bloodthisty Mobs . These masses of hairless bodies writhe along the coast in the moonlight, and often are mistaken for shoggoths or other much larger creatures. Squeals mingle with the screams of the occasional unfortunate fisherman caught in its path. \n'b'  Beach Swarms . Periodically, wharflings congregate in huge numbers and tear along the shoreline for miles before finally returning to their dens. Why they gather this way is unknown, but most locals know to avoid the shore on these nights. \n'b' Arcane Wasting (Disease) \n'b' An outbreak of arcane wasting is always met with horror, but that fear is felt tenfold by practitioners of magic both arcane and divine. \n'b' When the bodily fluid of an infected creature touches a  humanoid  or when an infected creature casts a spell (direct or indirect) on a  humanoid , that  humanoid  must succeed on a DC 15  Constitution  saving throw or become infected with arcane wasting. Beginning 1d6 days after infection, the infected creature must make a DC 15  Constitution  saving throw at the end of each  long rest . If the saving throw fails, the victim loses 1d3  Intelligence  and 1d3  Wisdom . \n'b' Lost  Intelligence  and  Wisdom  can\xe2\x80\x99t be recovered while the disease persists. If the saving throw succeeds, nothing happens; the disease ends after the second consecutive successful saving throws. Once the disease ends, lost  Intelligence  and  Wisdom  can be restored by  greater restoration  or comparable magic. The disease is also cured by  lesser restoration  if the caster makes a successful DC 15 spellcasting check.'