Quipper
Tiny animal- Challenge
- STR
- −4
- DEX
- 3
- CON
- −1
- INT
- −5
- WIS
- −2
- CHA
- −4
- Fort
- +0
- Ref
- +0
- Will
- −3
Maneuvers. The quipper uses maneuvers (maneuver save Difficulty 12). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:
1 stamina die: blood in the water, spring attack, tear flesh
Water Breathing. The quipper can only breathe underwater.
Actions (1)
Bite. Melee Weapon Attack: −4 to hit. Hit: 1 piercing damage.
Maneuvers
As an action, make a melee weapon attack with advantage against a creature that is below half its health.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
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 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.
On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and bleeding level by 1 for each additional stamina die expended.