Thursday, January 22, 2015

Swarm of Flying Jungle Quippers

Swarm of Flying Jungle Quippers
Armor Class 13
Hit Points 28 (8d8)
Speed: 0 ft, swim 30, fly 10 ft
Initiative: +3

 STR          DEX           CON         INT         WIS          CHA
13(+1)     16(+3)       9(-1)       1(-5)        7(-2)         2(-4)

Damage Resistances:  bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses:  darkvision 60ft, passive Perception 8
Languages:  -
Challenge Rating: 1

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 of gain temporary hit points.
Surface Sight: The swarm can see when a creature is on the surface, including if the creature is on a vessel or flotsam.  The swarm is considered hidden while watching for prey.(Stealth DC 15)
Ambusher:  The swarm has the advantage on all creatures it surprises.
Flying: Jungle quippers have evolved rudimentary wings out of their pectoral fins which allow them a limited amount flying. When a creature is spotted on the surface, a part of the swarm can launch into the air and fly for a short time (1d6 rounds) to attack the creature.
Regroup: When the swarm re-enters the water, it regains 2d6 hit points as the remaining quippers regroup with the swarm. This will only happen twice after re-entering the water.


Actions:
Bites: Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 8 (4d4) piercing damage or 4 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Launching Attack: When the swarm senses a creature on the surface, some of the swarm launches into the air and can fly for a short amount of time to ambush the prey. The swarm can stay airborn for 1d6 rounds before needing to return to the water.  It can move slowly with the target, if needed.
Disorienting: Any creature that receives damage and is caught within the swarm must make a save (WIS DC 11) at the beginning of his turn or be frightened (if frightened the player will need to enter the water, if there is no where else to move on the boat).

Out of the water, the swarm will only follow injured creatures in an attempt to drive them in the water. If there is no creature to attack, the swarm will re-enter the water on its turn. In the water, the swarm will follow a creature that is bleeding. When the swarm re-enters the water, it will act as a normal swarm of quippers with 2d6 additional hit points minus the incurred hit point damage on the surface (not to exceed the swarm’s initial hit points). This will not happen more than twice when re-entering the water.



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