Swarm of Quippers
Medium Beast (Swarm), unaligned
200 XP
Special Abilities
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.
Quick Reference
Running This Encounter
The Swarm of Quippers is a deadly environmental hazard disguised as a low-CR threat. Its real strength lies in mobility and action economy—it can swarm and surround enemies while maintaining distance in aquatic environments. Use terrain strategically to funnel party members into the water where the swarm has its advantage, and consider combining it with larger predators that drive prey into the water. The threat escalates dramatically if party members cannot swim effectively or lack magical healing.
Combat Tactics
The swarm prioritizes surrounding isolated targets and dealing consistent damage through multiple attacks each round. It relies on mobility to swarm foes, attacking from multiple angles, and uses difficult terrain and underwater movement to escape focused counterattacks. The swarm scatters when threatened but reforms quickly, making it difficult to fully eliminate in a single turn.
Environment & Setting
Ideal in shallow rivers, swamps, coastal waters, or enclosed pools where party members must enter the water or navigate difficult aquatic terrain. The encounter becomes more dangerous in areas with limited space to maneuver or escape routes, such as flooded dungeons or narrow waterways.