Armor Class
13
Hit Points
28
(8d8 - 8)
Speed
0 ft., swim 40 ft.
STR
13
(+1)
DEX
16
(+3)
CON
9
(-1)
INT
1
(-5)
WIS
7
(-2)
CHA
2
(-4)
Damage Resistances
Bludgeoning, Piercing, Slashing
Condition Immunities
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses
Darkvision 60 ft., Passive Perception 8
Languages
--
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.
Actions
Bite.. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
yes
I'm gonna put these guys in a pool and tell my party that they "see something shiny" :}
OP didn't understand how CR works. Let this be a lesson to new DM's: READ HOW TO DESIGN ENCOUNTERS BEFORE MAKING THEM!