Quipper (CR 1/8)

Fine Animal (Aquatic)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: keen scent, low-light vision, Listen +5, and Spot +5

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/Actions: Frenzy
Abilities: Str 6, Dex 15, Con 10, Int 1, Wis 12, Cha 2
Special Qualities:
Feats: Alertness, Weapon Finesse (B),
Skills: Listen +5, Spot +5, and Swim +10
Advancement: -
Climate/Terrain: Temperate and cold aquatic
Organization: Shoal (5-50) or school (50-100)
Treasure/Possessions: None

Source: Converted

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).

Aquatic Subtype

Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.