Swarm: The army can occupy another creature's space and vice versa, and the army can move through any opening large enough for a Medium humanoid. The army can't regain hit points or gain temporary hit points.
Keen Hearing and Sight: The army has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Camouflage: The army has advantage on Dexterity (Stealth) checks made to hide in natural terrain.
Multiattack: The army makes two attacks.
Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 2) piercing damage.
Longbow: Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
Commanding Presence (1/Day): The army can use its action to inspire nearby allies. Up to 3 allied creatures within 30 feet gain advantage on attack rolls and saving throws until the start of the army's next turn.
Guerrilla Tactics: As a bonus action, the army can take the Hide action.
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