Plague Swimmer (5e Creature)

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Plague Swimmer[edit]

Large aberration, chaotic evil


Armor Class 14 (natural armour)
Hit Points 68 (8d10 + 24)
Speed 30 ft., swim 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 4 (-3) 9 (-1) 6 (-2)

Saving Throws Con +6
Skills Perception +2
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft., passive Perception 12
Languages understands Aquan and Common but can't speak
Challenge 5 (1,800 XP)


Amphibious. The swimmer can breathe air and water.

Fear of Fire. If the swimmer takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

ACTIONS

Multiattack. The swimmer makes three attacks: one with its bite, and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 7 (2d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.


Vile creatures that lurk in disease-infested bogs and sewers, plague swimmers prefer to dwell in waters touched by disease, though their repulsive presence quickly turns even the purest water into a stagnant mire. They attract creatures that can spread disease, like rats and flies, and they occasionally hunt alongside predators like otyughs that also live in disgusting places. Plague swimmers look somewhat like gigantic toads, though they have the legs and claws of panthers, and a head that resembles that of a shark.
Plague swimmers fear and hate fire, for it burns their flesh with ease because of certain foul-smelling flammable oils that coat their skins to allow them greater mobility in water. The oil can be harvested from dead swimmers, and can fetch a good price from alchemists, as it burns readily and with an intensely hot flame.

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