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Medium swarm of Tiny beasts · CR 1

Swarm of Quippers

Armor Class13
Hit Points28 (8d8-8)
Speed0 ft., swim 40 ft.
ChallengeCR 1 (200 XP)
STR
13
(+1)
DEX
16
(+3)
CON
9
(-1)
INT
1
(-5)
WIS
7
(-2)
CHA
2
(-4)
Resistancesbludgeoning, piercing, slashing
Cond. ImmuneCharmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Sensesdarkvision 60 ft., passive Perception 8
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.

Running Swarm of Quippers in an encounter

As a CR 1 threat worth 200 XP, Swarm of Quippers is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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