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Swarm of Quippers

Medium Beast (Swarm), unaligned

CR 1

200 XP

AC: 13
HP: 28 (8d8-8)
Speed: , swim 40 ft.
Senses: darkvision 60 ft., passive Perception 8
Languages:
STR
13
+1
DEX
16
+3
CON
9
-1
INT
1
-5
WIS
7
-2
CHA
2
-4

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

Challenge: CR 1
Type: Beast
Size: Medium
Alignment: unaligned
Best for a party of 4 at level 1-2

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.