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 

Large montrosity, neutral evil

Armor Class 10
Hit Points 85 (10d10 + 30)
Speed 5 ft., swim 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 17 (+3) 5 (-3) 8 (-1) 3 (-4)

Senses blindsight 20 ft. (blind beyond this radius),


tremorsense 60 ft., passive Perception 9
Languages –
Challenge 2 (450 XP)

Amphibious. The svampyr can breathe air and water.


 Water Dependency. The svampyr takes 6 (1d12) acid damage
every 1 minute it goes without exposure to water.
Actions
Grapple. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing damage. If the target is a Medium or
smaller creature, it is grappled (escape DC 13).
At the start of each of the svampyr’s turns, the target loses
6 (1d6 + 3) hit points due to blood loss, and the svampyr regains
hit points equal to the damage taken. The grapple ends if the
svampyr takes the Flail About action.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Flail About. If the svampyr is at least partially submerged in water,
it swings its body around violently, causing the water to splash
everywhere. Each creature within 10 feet of it must succeed on a
DC 13 Constitution saving throw or be blinded until the end of the
svampyr’s next turn. Additionally, the svampyr makes a slam attack
against each creature within 5 feet of it.

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