Swampwalker
Large plant, unaligned
- Armor Class 15 (natural armor)
- Hit Points 76 (9d10 + 27)
Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 4 (-3) 10 (+0) 7 (-2)
- Skills Perception +3, Stealth +5
- Damage Vulnerabilities fire
- Damage Resistances lightning; bludgeoning, piercing and slashing from nonmagical attacks
- Senses darkvision 60 ft., passive Perception 13
- Languages —
Challenge 5 (1,800 XP)
Hold Breath. The swampwalker can hold its breath for 30 minutes.
Regeneration. The swampwalker regains 5 hit points at the start of its turn. If the swampwalker takes acid or fire damage, this trait doesn't function at the start of the swampwalker's next turn. The swampwalker dies if it starts its turn with 0 hit points.
Swamp Camouflage. The swampwalker has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Swamp Mobility. The swampwalker ignores difficult terrain created by swamps, and can see through nonmagical mists of swamplands.
Actions
Multiattack. The swampwalker makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage. If the target is Large or smaller, it is either grappled (escape DC 13) or pushed up to 10 feet away. Until the grapple ends, the target is restrained, and the swampÂwalker can only make one claw attack.