b'Swarm of Fleas \n'b'  Medium   swarm of Tiny Beasts ,  unaligned  \n'b'  Armor Class  14 (natural armor) \n'b' Hit Points  58 (9d8 + 18) \n'b' Speed  30 ft., climb 20 ft.\n'b' STATS STR: 13 (+1) DEX:  14 (+2)  CON:  14 (+2)  INT:  2 (\xe2\x80\x934)  WIS:  10 (+0)  CHA:  2 (\xe2\x80\x934)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning, piercing, slashing \n'b' Condition Immunities   charmed ,  frightened ,  grappled ,  paralyzed ,  petrified ,  prone ,  restrained ,  stunned  \n'b' Senses  blindsight 60 ft., passive  Perception  10 \n'b' Languages  \xe2\x80\x93 \n'b' Challenge  2 (450 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Blood Sense . The giant flea can pinpoint, by scent, the location of creatures that have blood within 60 feet of it. \n'b'  Keen Smell . The swarm has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Ravenous . When a creature that doesn\xe2\x80\x99t have all of its  hp  starts its turn in the swarm\xe2\x80\x99s space, that creature must succeed on a  DC 12  Dexterity  saving throw or lose 5 (2d4)  hp  from blood loss. \n'b'  Standing Leap . The swarm\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. \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 Tiny flea. The swarm can\xe2\x80\x99t regain  hp  or gain  temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +4 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space.  Hit : 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half its  hp  or fewer.'