b'Swarm of Deep Ticks \n'b'  Medium   swarm of Tiny beasts ,  unaligned  \n'b'  Armor Class  11  Hit Points  27 (6d8);  Wound Threshold  N/A  Speed  20 ft.\n'b' STATS STR: 7 (-2) DEX:  12 (+1)  CON:  11 (+0)  INT:  1 (-5)  WIS:  10 (+0)  CHA:  2 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +3  Damage Resistances  bludgeoning, piercing, slashing  Condition Immunities   blinded ,  charmed ,  deafened ,  frightened ,  grappled ,  restrained ,  stunned ,  paralyzed ,  petrified ,  prone   Senses  blindsight 30 ft. (blind beyond this radius), passive  Perception  10  Languages  \xe2\x80\x93  Challenge  1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Damage Transfer . While it is attached to a creature, the tick swarm takes only half the damage dealt to it, and the host creature takes the other half. \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 deep tick. The swarm can\xe2\x80\x99t regain  hit points  or gain  temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b'  Blood Absorption .  Melee Weapon Attack : +3 to hit, reach 5 ft., one creature.  Hit : the deep tick swarm attaches to its target. As long as it remains attached, the tick doesn\xe2\x80\x99t  attack . The target loses 10 (4d4)  hit points  from blood loss at the start of each of the tick swarm\xe2\x80\x99s turns; the target loses 5 (2d4)  hit points  if the swarm has half of its  hit points  or fewer. \n'b'\n'b' ABOUT \n'b' The deep tick swarm can release itself by using 5 feet of its movement. A creature can remove the swarm by using one action and succeeding on a DC 11  Strength  ( Athletics ) or  Dexterity  ( Acrobatics ) (only available for the target). \n'b' Normally a simple pest and carrier of diseases, deep ticks become a real threat when moving in a swarm. Swarms of deep ticks prefer to  attack  prey that\xe2\x80\x99s either isolated, wounded, or asleep, so the victim has little chance of escaping its grisly fate.'