Quipper, Swarm

Source: System Reference Document 5.0
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Quipper, Swarm

Medium beast, unaligned


Armor Class 13

Hit Points 28 (8d8+40)

Speed 0 ft., swim 40 ft.


STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)

Damage Resistances bludgeoning, piercing, and slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, and stunned

Senses darkvision 60 ft., passive Perception 10

Challenge 1 (200 XP)


Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a size Tiny quipper. The swarm can’t regain hit points or gain temporary hit points.

Water Breathing. The swarm can breathe only underwater.

Actions


Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

Source: 5srd adaptation of Pathfinder Roleplaying Game Bestiary.

The quipper is a rare form of cold-water piranha. They are dark green in color and are found in freshwater lakes and stream.

Quippers attack by swarming an opponent and biting with their razor-sharp teeth. Once blood is drawn, the entire pack goes into a frenzy.