b'Swarm of Flying Cliones \n'b'  Medium   swarm of Tiny aberrations ,  unaligned  \n'b'  Armor Class  14  Hit Points  49 (9d8+9);  Wound Threshold  N/A  Speed  10 ft., fly 40 ft.\n'b' STATS STR: 10 (+0) DEX:  18 (+4)  CON:  12 (+1)  INT:  4 (-3)  WIS:  10 (+0)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning, piercing, slashing  Condition Immunities   blinded ,  charmed ,  deafened ,  frightened ,  grappled ,  paralyzed ,  petrified ,  prone ,  restrained ,  stunned   Senses  blindsight 60 ft., passive  Perception  10  Languages  understands simple words in Deep Speech but can\xe2\x80\x99t speak  Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The swarm of flying cliones can breathe air and water. \n'b'  Screech . When a creature moves within 10 feet of the swarm of flying cliones for the first time on a turn or starts its turn there, it must make a DC 11  Constitution  saving throw or be  deafened  for 1 minute. A creature can repeat the saving throw at the end of each of its turns and end the effect on a successful save. \n'b'  Aerial Grace . The swarm of flying cliones does not provoke attacks of opportunity when it flies out of an enemy\xe2\x80\x99s reach. \n'b'  Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a flying clione. The swarm can\xe2\x80\x99t regain  hit points  or gain  temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b'  Blood Drain .  Melee Weapon Attack : +6 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space.  Hit : 21 (6d6) piercing damage, and the swarm of flying cliones attaches to the target. While attached, the swarm doesn\xe2\x80\x99t  attack . Instead, at the start of each of the swarm\xe2\x80\x99s turns, the target loses 25 (6d6 + 4)  hit points  due to blood loss, or 10 (3d6 + 4)  hit points  if the swarm has half of its  hit points  or fewer. The swarm of flying cliones can detach itself by spending 5 feet of its movement. A creature in melee with the swarm can use its action to detach the swarm by making a DC 14  Strength  ( Athletics ) or DC 14  Dexterity  ( Acrobatics ) check. The  Dexterity  ( Acrobatics ) check can only be made by the creature the swarm is attached to.'