Quipper, Swarm of Quippers
Medium Swarm. CR 1, AC 13, 34 HP. Traits: Blood Frenzy, Heightened Smell, Swarm, Swarm Resilience, Water Breathing.
- Armor class
- 13
- Hit points
- 34
- Challenge
- 1
- Creature type
- Swarm
- Size
- medium
Stat block
- Cha
- 2
- Con
- 10
- Dex
- 16
- Int
- 1
- Str
- 12
- Wis
- 10
- Speed
- Swim: 40; Walk: 0
- Senses
- darkvision 60 ft.
- Skills
- Actions
- Bites. _Melee Weapon Attack:_ +5 to hit, reach 0 ft., one creature in the swarm's space. _Hit:_ 18 (4d8) piercing damage, or 9 (2d8) piercing damage if the swarm has half of its HP or fewer, and the target must succeed on a DC 13 DEX save or have its flesh shredded by the attack. A creature with shredded flesh loses 4 (1d8) HP at the start of each of its turns as the wound bleeds profusely. Any creature can take an action to stanch the wound with a successful DC 10 WIS (Medicine) check. The wound also closes if the target receives magical healing.
- Languages
- -
- Saving throws
- Wisdom: 0; Charisma: -4; Strength: 1; Dexterity: 3; Constitution: 0; Intelligence: -5
- Damage immunities
- Swarm Resilience
- Special abilities
- Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its HP.
- Heightened Smell. The swarm's Perception is 15 when perceiving by smell.
- 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 HP or gain temporary HP.
- Swarm Resilience. The swarm is resistant to bludgeoning, piercing, and slashing damage, and it is immune to the charmed, frightened, grappled, paralyzed, petrified, prone, restrained, and stunned conditions.
- Water Breathing. The swarm can breathe only underwater.
- Damage resistances
- Swarm Resilience
Source and licence
From Black Flag Reference Document.
Licence: ORC License.