Swarm of Quippers

Monster Manual - 5e, D&D Basic Rules

Basic Information

Anatomy

The swarm is made up of many individual quippers that act together as a single entity. Their bites occur simultaneously when the swarm attacks.[1][2]

Ecology and Habitats

The quippers in the swarm are aquatic creatures, can swim, and breath underwater.[1][2]

Dietary Needs and Habits

The quippers in the swarm are carnivorous and go into a blood frenzy when attacking wounded prey.[1][2]

Additional Information

Social Structure

The swarm forms as a result of some sinister or unwholesome influence.[1]

Perception and Sensory Capabilities

The swarm has darkvision to a range of 60 ft.[1][2]

References

  1. ^Monster Manual (5e) (2014), p.338.
  2. ^D&D Basic Rules (November, 2018), p.155.

Contents



Parent Article

  • Miscellaneous Creatures
The Nature of Swarms

The swarms presented here aren’t ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can’t charm these swarms, and their aggressiveness is borderline unnatural.

Stat Block

See below[1][2]

Swarm of Quippers

Medium swarm of Tiny beasts, unaligned
Hit Points 28 ( 8d8 - 8 )
Speed 0 ft., swim 40 ft.

13 +1

16 +3

9 -1

INT

1 -5

WIS

7 -2

CHA

2 -4

Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 8
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 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.


Suggested Terrain underwater

Comments

Please Login in order to comment!