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.
Bites: 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.