Keen Smell. The asp has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The asp has advantage on an attack roll against a creature if at least one of the asp's allies is within 5 feet of the creature and the ally isn't incapacitated.
Swarm of Asps. The asp can occupy another creature's space and vice versa, and the asp can move through any opening large enough for a Tiny snake. The asp can't regain hit points or gain temporary hit points.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Poison Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage plus 2 (1d4) poison damage. The target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.
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