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BIORAPTOR SWARMLING

BIORAPTOR SWARMLING
“You got it all wrong, holy man. I absolutely believe in God... and I absolutely hate the fucker.” Riddick
Keen Hearing and smell . The bioraptor have advantage on Wisdom (perception) check that relies on hearing or smell.
Blind spot. A creature the same size or smaller than the bioraptor standing within 5 ft. of it can use its action and a successful stealth check DC 20 become undetectable to that bioraptor. This does not automatically take the bioraptor out of combat or make it forget a creature hurting it. If in combat the bioraptor will be able to detect the creature as normal as soon as it more than 5 ft. away.
Light Hypersensitivity. The bioraptor takes 10 radiant damage when it starts its turn in bright light. While in dim or bright light it has disadvantage to ability checks, saves and attack rolls.
Flyby. The bioraptor doesn't provoke opportunity attacks when it flies out of an enemy's reach
Pack Tactics. The Bioraptor has advantage on an attack roll against a creature if at least one of the Bioraptor’sallies is within 5 feet of the creature and the ally isn't incapacitated.
Spider Climb. The Bioraptor can climb difficult surfaces, including upside down on ceilings, without needing an ability check.
Stone Camouflage. The Bioraptor has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 9 (2d6+2) slashing damage.
Bite. melee weapon attack. +5 to hit, reach 5. ft., one target. Hit: 11 (2d8+2) piercing damage
Call The Swarm. When a lone Bioraptor is under half health it will attempt to chirp and chitter for help from other nearby Bioraptors. Players can make a DC 12 strength check to attempt to stop the Bioraptor from calling for help.