b'Shard Swarm \n'b' Broken pieces of metal, clay, and wood fly together in an erratic tornado. Most junk heaps are extremely forgettable. It takes refuse literally coming to life to leave lasting memories\xe2\x80\xa6and scars. \n'b'  Medium   swarm  of Tiny constructs,  unaligned  \n'b'  Armor Class  13 (natural armor)  Hit Points  22 (5d8)  Speed  0 ft., fly 30 ft.\n'b' STATS STR: 3 (-4) DEX:  13 (+1)  CON:  11 (+0)  INT:  1 (-5)  WIS:  5 (-3)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning, piercing, slashing  Damage Immunities  poison, psychic  Condition Immunities   blinded ,  charmed , deafened,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  prone   Senses   blindsight  60 ft. (blind beyond this radius), passive  Perception  7  Languages  \xe2\x80\x93  Challenge  1/2 (100 XP) \n'b' Special Traits \n'b'\n'b'  Antimagic Susceptibility . The swarm is incapacitated while in the area of an  antimagic field . If targeted by the  dispel magic  spell, the swarm must succeed on a  Constitution  saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b'  Come Together (3/day) . If the shard swarm has at least 1 hit point and all of its pieces are within 30 feet of each other, the pieces can re-form as a  bonus action  in any space containing at least one of its pieces. \n'b'\n'b' Actions \n'b'\n'b'  Shards .  Melee Weapon Attack : +3 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space.  Hit : 5 (2d4) slashing damage or 2 (1d4) slashing damage if the swarm has half of its  hp  or less. \n'b'  Shrapnel .  Ranged Weapon Attack : +3 to hit, range 30 ft., one target.  Hit : 3 (1d6) piercing damage. A piece of the swarm breaks off, falling into the target\xe2\x80\x99s space. \n'b'  Contain (Recharge 5-6) . The shard swarm envelopes one Medium or smaller creature in its space. The target must succeed on a DC 13  Dexterity  saving throw or be  restrained  inside the swarm for 1 minute. The target has disadvantage on this saving throw if the shard swarm used Come Together to form in the target\xe2\x80\x99s space. While  restrained , the target doesn\xe2\x80\x99t take damage from the swarm\xe2\x80\x99s Shards action, but it takes 5 (2d4) slashing damage if it takes an action that requires movement, such as attacking or casting a spell with somatic components. A creature within 5 feet of the swarm can take an action to pull a  restrained  creature out of the swarm. Doing so requires a successful DC 13  Strength  check, and the creature making the attempt takes 5 (2d4) slashing damage. \n'b'\n'b' About \n'b'  False Appearance . While the swarm remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a normal pile of junk. \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 pebble. The swarm can\xe2\x80\x99t regain hp or gain temporary hp. \n'b'  Recycled Guardians . The process for creating construct guardians requires an investment of energy, gold, and time. When one of these guardians is destroyed, a thrifty spellcaster taps the residual magic of the scraps to create a shard swarm. The creator strategically positions the swarm to look like a harmless pile of junk, so it can surprise intruders. \n'b'  Surprise Cages . The pieces of a shard swarm can be spread far apart from one another and come together in an instant.\xc2\xa0Some creators use the swarms as living cages, ordering the shards to simply hold any uncooperative intruders until the creator performs a proper interrogation.'