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BIORAPTOR ECLIPSE SWARM

BIORAPTOR ECLIPSE SWARM
"There are bad days, and then there are legendary bad days. This was shaping up to be one of those." 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 20 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.
Eclipse Swarm. The swarm can occupy another creature's space and vice versa. when a creature occupies the same space as the swarm the creature has advantage to hit but will have to make a DC 15 Dex save. If failed the creature will take 1d6 slashing damage and repeat this process at the start of every subsequent turn in turn order after being enveloped, till it moves out of the swarm. The longer the creature stays within the swarm the higher the DC becomes. the swarm can move through any opening large enough for a single (big boy) bioraptor but it will count as difficult terrain. The swarm can't regain hit points or gain temporary hit points.
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.
Legendary Resistance. If the Bioraptor fails a saving throw, it can choose to succeed instead (3/day).
Actions
Multi attack. The bioraptor makes 1 claws or 1 tails attack and 1 headbutt or bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 (2d8+4) slashing damage.
Tails. melee weapon attack. +6 to hit, reach 5. ft., one target. Hit: 8 (1d12+2) piercing damage and the target is grappled (escape DC 13).
Headbutt. melee weapon attack. +6 to hit, reach 5. ft., one target. Hit: 8 (1d12+2) bludgeoning damage and the target must make a strength save DC 11 or be knocked prone.
Bite. melee weapon attack. +6 to hit, reach 5. ft., one target. Hit: 17 (3d8+4) piercing damage
Frightful Presence. Each creature of the Swarms choice within 80ft and aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. The creature then becomes immune to frightful presence for 24 hours.
Legendary Actions
Sky of blades . Bioraptors will break from the swarm and attempt to grapple a creature and lift them up and into the swarm. If successful the creature will be dropped into the centre of the swarm taking 2d8 slashing damage as they fall. (Eclipse swarm)