Encounters: Anauroch - In or Near the River of Gems (Night)
Quipper (CR 1/8)
AC: 20 (+8 size, +2 Dex), touch 20, flat-footed 18
Hit Dice: 1/2d8 (1 hp)
Fort +0, Ref +2, Will +1
Speed: Swim 30 ft.
Space: 1/2 ft./0 ft.
Base Attack +0; Grapple -18
Attack: Bite +10 melee
Full Attack: Bite +10 melee
Damage: Bite 1d2-2
Special Attacks: Frenzy
Climate/Terrain: Temperate and cold aquatic
Organization: Shoal (5-50) or school (50-100)
The quipper is a rare form of cold-water piranha. They are dark green in color and are found in freshwater lakes and streams.
Quippers attack by swarming an opponent and biting with their razor-sharp teeth. Once blood is drawn, the entire pack goes into a frenzy, attacking twice each round.
Frenzy (Ex): A quipper that detects blood in the water goes into a killing frenzy, as do all other quippers within a 90-foot radius. Frenzied quippers attacks until either they or their opponents are dead.
A frenzied quipper can make one extra attack when making a full attack action. The attack is made using the creature's full base attack. Additionally, it gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves (none of which are included in the statistic block above). A frenzied quipper's swim speed increases by 10 feet (to 40 feet). This frenzy lasts for 1 minute (10 rounds) and can only be used once per encounter.
Keen Scent (Ex): A quipper can notice creatures by scent in a 90-foot radius and detect blood in the water at ranges of up to 500 feet.
Skills: A quipper has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Quippers use their Dexterity modifier on Swim checks.
Credit: The Quipper originally appeared in the First Edition Fiend Folio (© TSR/Wizards of the Coast, 1981).