b'Blood Flurry \n'b'  Medium   swarm of Tiny Aberrations ,  neutral evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  144 (17d8 + 68)  Speed  15 ft., fly 40 ft.\n'b' STATS STR: 5 (\xe2\x80\x933) DEX:  21 (+5)  CON:  18 (+4)  INT:  6 (\xe2\x80\x932)  WIS:  12 (+1)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  cold; bludgeoning, piercing, and slashing  Damage Immunities  poison  Condition Immunities   charmed ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained ,  stunned   Senses   darkvision  60 ft., passive  Perception  11  Languages  understands Primordial but can\xe2\x80\x99t speak  Challenge  10 (5,900 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Blood Sense . The blood flurry can pinpoint, by scent, the location of creatures that aren\xe2\x80\x99t Undead or Constructs within 30 feet of it. \n'b'  False Appearance . While the blood flurry remains motionless, either resting on the ground or carried by natural winds, it is indistinguishable from a collection of snowflakes. The blood flurry loses this trait if it has consumed blood in the last 24 hours. \n'b'  Rust Vulnerability . The large amount of iron in the blood flurry\xe2\x80\x99s diet makes it susceptible to effects that  harm  ferrous metal, such as the  rust monster\xe2\x80\x99s  Antennae. \n'b'  Swarm . The blood flurry can occupy another creature\xe2\x80\x99s space and vice versa, and the blood flurry can move through any opening large enough for a Tiny crystalline Aberration. The blood flurry can\xe2\x80\x99t regain  hp  or gain  temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The blood flurry makes two Free Bleeding Cuts attacks. \n'b'  Free Bleeding Cuts .  Melee Weapon Attack : +9 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space.  Hit : 27 (6d8) slashing damage, or 13 (3d8) slashing damage if the blood flurry has half of its  hp  or fewer. If the target is a creature other than an Undead or a Construct, it must succeed on a DC 16  Constitution  saving throw or lose 13 (3d8)  hp  at the start of each of its turns due to a bleeding wound. Any creature can take an action to stanch the wound with a successful DC 12  Wisdom  ( Medicine ) check. The wound also closes if the target receives magical  healing . \n'b'\n'b' ABOUT \n'b' Red tinges the edge of this gentle drifting of snow. \n'b' Blood flurries are the remaining survivors of a slowly disintegrating dimension where the creatures fed on scraps of decaying iron. Just before the Great Crunch, which spelled the final doom for their dimension, the creatures slipped through a planar gap, bringing them to polar regions of worlds throughout the Material Plane. With readily digestible iron in short supply, the creatures adapted to the iron-rich blood of creatures populating their new homes. \n'b'  Safety in Numbers . The crystalline creatures\xe2\x80\x99 bodies are as fragile as a snowflake, forcing them to organize into colonies for mutual protection and to improve their chances at hunting prey. \n'b'  Lightweight . A single, crystalline aberration from a blood flurry weighs a quarter of an ounce. While it can propel itself, it prefers to float gently on the breezes like a snowflake. Collectively, a swarm moves along with the real snow found in its habitat, hidden on the wind. \n'b'  Red in Body . Each individual aberration has jagged limbs sharp enough to penetrate ordinary flesh. The creature\xe2\x80\x99s saliva induces the flow of blood from the cuts it produces. Because the creatures feed by absorbing iron from their victims\xe2\x80\x99 blood, their coloration reddens, and the blood flurry\xe2\x80\x99s snowy fa\xc3\xa7ade quickly fades. When desperate for food, a blood flurry may devour abandoned tools or weapons, but it consumes and processes iron from such objects slowly and with difficulty.'