Confusing Gaze. When a creature starts its turn within 30 feet of the swarm and is able to see the swarm's eyes, the swarm can magically force it to make a DC 15 Charisma saving throw, unless the swarm is incapacitated.
On a failed saving throw, the creature can't take reactions until the start of its nest turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within range.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the swarm until the start of its next turn, when it can avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make a saving throw.
Pack Tactics. The swarm has advantage on an attack roll against a creature if at least one of the swarm's allies is within 5 feet of the creature and the ally isn't incapacitated.
Rampage. When the swarm reduces a creature to 0 hit points with a melee attack on its turn, the swarm can take a bonus action to move up to half its speed and make a bite attack.
Swarm. The swarm can occupy anther creature's space and vice versa, and the swarm can move through any opening large enough for a Medium hyena. The swarm can't regain hit points or gain temporary hit points.
Multiattack. The swarm makes two attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
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