b'Blood Bulb \n'b'  Small   aberration ,  neutral evil  \n'b'  Armor Class  13  Hit Points  11 (2d6 + 4)  Speed  10 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX:  16 (+3)  CON:  15 (+2)  INT:  3 (\xe2\x80\x934)  WIS:  10 (+0)  CHA:  3 (\xe2\x80\x934)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Condition Immunities   blinded ,  prone   Senses  blindsight 60 ft. (blind beyond this radius), passive  Perception  10  Languages  \xe2\x80\x94  Challenge  1/4 (50 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Blood Exchange . As a bonus action, the blood bulb can give  hit points  to one blood brooder or another blood bulb within 5 feet of it, losing  hit points  so the other creature gains them. The bulb can\xe2\x80\x99t use this trait if it has fewer than half its  hit points . \n'b'\n'b' ACTIONS \n'b'\n'b'  Attach .  Melee Weapon Attack : +5 to hit, reach 5 ft., one creature.  Hit : 5 (1d4 + 3) bludgeoning damage. If the target is Medium or smaller, the blood bulb enters its space and attaches to it. Also, if the blood bulb has advantage on the  attack  roll, it attaches by engulfing the target\xe2\x80\x99s head. Such a target is  blinded  and unable to breathe while the blood bulb is attached in this way. While attached to the target, the blood bulb can  attack  only the target but has advantage on its  attack  rolls to do so. On a hit, the target loses an extra 2 (1d4)  hit points  to blood loss. The blood bulb moves with the target, and if it moves on its own, it detaches. Doing so costs the blood bulb 5 feet of movement. A creature can use an action to detach a blood bulb. Doing so requires a successful DC 13  Strength  ( Athletics ) check.'