Quipper
Quipper, CR 0
STR
2
-4
DEX
17
+3
CON
8
-1
INT
1
-5
WIS
6
-2
CHA
2
-4
Special Abilites
Blood Frenzy. The quipper has Advantage on Wisdom (Perception) checks to detect, and on melee attack rolls against, any creature that doesn't have all its hit points. Water Breathing. The quipper can breathe only underwater.
Actions
Bite. Melee Attack: 1d20+4 to hit, Reach 5 ft., one target. Hit: 1 Piercing Damage.
Swarm of Quippers, CR 1
STR
13
+1
DEX
17
+3
CON
8
-1
INT
1
-5
WIS
6
-2
CHA
2
-4
Special Abilites
Blood Frenzy. The swarm has Advantage on Wisdom (Perception) checks and 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 Tiny quippers. The swarm can't regain hit points or gain temporary hit points. When occupying another creature's space, that creature is considered Overwhelmed. Water Breathing. The swarm can breathe only underwater.
Actions
Bite. Melee Attack: 1d20+5 to hit, Reach 0 ft., one target. Hit: 14 ( 4d6 ) Piercing Damage or 7 ( 2d6 ) Piercing Damage if the swarm has half of its hit points or fewer.
Reactions
Scatter. When targeted with an attack, the swarm moves up to 15 feet. This movement does not provoke Opportunity Attacks.
Legendary Actions
The swarm can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The swarm regains spent epic actions at the start of its turn. Bite. The swarm makes one bite attack. Scatter. The swarm moves up to 15 feet. This movement does not provoke Opportunity Attacks. Devour (Costs 2 Actions). The swarm makes three bite attacks. Scatter and Bite (Costs 3 Actions). The swarm scatters, with individual quippers making bite attacks on all creatures within 10 feet, then comes together and re-forms in a space it can see up to 40 feet away.
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