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  13  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 21 (6d6)  hit points  due to blood loss, or 10 (3d6)  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 12  Strength  ( Athletics ) or DC 12  Dexterity  ( Acrobatics ) check. The  Dexterity  ( Acrobatics ) check can only be made by the creature the swarm is attached to. The flying clione can detach itself by spending 5 feet of its movement. It does so after it drains 10  hit points  or the target dies. Any creature, including the target, can use its action to detach the clione. \n'b'\n'b' ABOUT \n'b' The flying clione is an aberration that defies scholars\xe2\x80\x99 attempts to describe it. It\xe2\x80\x99s small and appears to swim through the air. It\xe2\x80\x99s translucent and bioluminescent with shades of yellow, orange, and blue. An oblong body ends in an eyeless head that has a mouth and graceful tentacles reminiscent of an animated flower\xe2\x80\x99s corolla. \n'b' An elegant, agile, and dangerous predator of small prey, it behaves very violently, often with no regard to its own survival when swarming. This property is readily used by greater aberrations that turn the clione into a fearsome weapon.'