Swarm of Quippers

Medium swarm of tiny animals
Challenge

STR
1
DEX
3
CON
−1
INT
−5
WIS
−2
CHA
−4

28
8d8−8
15
Fort
+0
Ref
+3
Will
−3
Damage resistances bludgeoning, piercing, slashing
Condition immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Speed 0 m., swim 8 m.
Skills
Senses darkvision 10 m.

Maneuvers. The swarm of quippers uses maneuvers (maneuver save Difficulty 13). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: blood in the water, spring attack, tear flesh

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 creature. The swarm can’t regain health or gain temporary health.

Water Breathing. The swarm of quippers can only breathe underwater.

Actions (1)

Bites. Melee Weapon Attack: +4 to hit. Hit: 17 (4d6 + 3) piercing damage, or 10 (2d6 + 3) piercing damage if the swarm has half of its health or less.

Underwatersrd

Maneuvers

As an action, make a melee weapon attack with advantage against a creature that is below half its health.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.