Kryx RPGThemesCreatures

Swarm of Quippers

Medium swarm of tiny animals
Challenge
1

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

Speed 0 m., swim 8 m.
Skills Insight −2 (9), Perception −2 (9)
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 quipper. The swarm can’t regain health or gain temporary health.

Water Breathing. The swarm can breathe only underwater.

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 1 m. 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, you can make a melee weapon attack with advantage against a creature that is below half its health. Add half the stamina die to the attack’s damage (add half if you miss by 4 or less).

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 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

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

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.