Swampert (5e Creature)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Pokémon franchise, and/or include content directly affiliated with and/or owned by Creatures Inc., Game Freak, and Nintendo. D&D Wiki neither claims nor implies any rights to Pokémon copyrights, trademarks, or logos, nor any owned by Creatures Inc., Game Freak, and Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Swampert[edit]

Medium elemental, any alignment


Armor Class 14 (natural armor)
Hit Points 161 (19d8 + 76)
Speed 25 ft., burrow 60 ft., swim 50 ft.


STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 19 (+4) 15 (+2) 14 (+2) 13 (+1)

Proficiency Bonus +3
Damage Resistances fire
Damage Immunities lightning
Senses passive Perception 12
Languages Terran, understands Common but can't speak it
Challenge 6 (2,300 XP)


Torrent. While it has 40 hit points or fewer, the swampert has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with an attack.

Damp. Fire and electric damage are halved if the effect passes within 5 feet of the swampert to reach its target.

ACTIONS

Multiattack. Swampert makes one slam attack and uses Mud Sport if it can.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Muddy Water. The swampert spews forth a wave of liquid mud. All creatures within a 20 foot cube in front of it must make a DC 15 Strength saving throw. On a failed save, a creature takes 7 (2d6) bludgeoning damage, falls prone, and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't knocked prone or blinded.

Mud Sport (Recharge 5-6). All creatures within 10 feet of the swampert must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.


swampert.jpg
A Swampert Source

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: