Terrain Enchiridion swamp creatures Each installment of the Terrain Enchiridions series aims to provide one new monster of each type for every habitat. Look for further installments in the near future. Collect them all! CREDITS TABLE OF CONTENTS Authors: Anja Svare and JJ Walsh Algae OozeA 3 Aniruddh Bose-Raut Sensitivity Editor: A Art: All art from www.pixabay.com and Anhinga 4 www.unsplash.com; digitally manipulated by Anja Svare Batakhalik (Swamp Otterfolk)A 5 Layout: Anja Svare Boo HagA 6 Cypress TreantA 8 Giant MatamataA 9 Marsh WraithA 10 Moor Maid J 11 Muck DragonA 12 MyakkaA 15 Silt LurkerA 16 Swamp Gas ElementalA 17 Vine GolemA 18 Vomit Troll J 19 A Anja Svare J JJ Walsh

Swamps can be a dangerous place. The unforgiving terrain, the possibility of losing your way, the biting insects, the unrelenting oppressiveness. And now a Samplewhole host of creatures thatfile you might encounter! DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Anja Svare and published under the Community Content Agreement for Dungeon Masters Guild. 2 swamp Creatures Terrain Enchiridion

Algae ooze Large ooze, unaligned

Armor Class 8 Hit Points 65 (9d10 + 16) Speed 10 ft., climb 10 ft., swim 10 ft.

STR DEX CON INT WIS CHA 10 (+0) 6 (–2) 14 (+2) 3 (–4) 6 (–2) 1 (–5)

Damage Resistances cold, fire, poison ALGAE OOZE Condition Immunities blinded, charmed, deafened, exhaustion, Living on the surface of scum-covered swamps, algae frightened, prone Senses blindsight 60 ft., passive Perception 8 ooze is often mistaken for ordinary algae. This mis- Languages – perception usually ends in the demise of the unfortunate Challenge 4 (1,100 XP) traveler. The first warning many adventurers have of this creature is the burning sensation of their poisonous Amorphous. The algae ooze can move through a space as narrow tendrils. as 1 inch wide without squeezing. Poison Spray. In addition to their slow and deceptive Amphibious. The algae ooze can breathe air and water. movement, an algae ooze can spray its poison on nearby victims. False Appearance. While the algae ooze remains motionless, it is indistinguishable from algae. Regeneration. One of the hardest aspects of defeating Poison Spray. Whenever the algae ooze takes damage, it releases an algae ooze is its ability to regenerate. This ability only a cloud of poisonous algae. Other creatures within 5 feet of the seems to work when the ooze is near water, so crafty ooze when this happens must succeed on a Constitution saving combatants have been known to try and lure the algae throw (DC 12) or be poisoned for one minute. A creature can ooze on to dry land. This is usually a fatal approach. repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Split. An injured algae ooze is also able to split into smaller oozes when it is grievously injured. This has Regeneration. The algae ooze regains 1d10 hit points at the start mainly been reported to happen when an unlucky of its turn if it has at least 1 hit point and is within 5 feet of water. adventurer attempts to slash away at the slimy tendrils, Unsafe Footing. The ground in a 10-foot radius around the algae or some wizard thinks they are clever by casting lighting ooze is dough-like difficult terrain. Each target that starts its turn at the creature. Again, this is usually a fatal approach. in that area must succeed on a Strength saving throw (DC 10) or have its speed reduced to 0 until the start of its next turn. Unsafe Footing. The algae ooze does not just hold dominion in the scummy water in which it resides. Their Actions presence goes deeper than the surface, and they can Multiattack. The algae ooze makes two attacks with its slimy make what dry ground there is around then become a tendrils. quagmire of dangerous and difficult terrain. If a creature Slimy Tendrils. Melee Weapon Attack: +2 to hit, reach 5 ft., one is caught in such an effect, there is usually little hope for target. Hit: 7 (2d6) bludgeoning damage plus 3 (1d6) poison their survival. damage.

Reactions SampleSplit. When a algae ooze that is Mediumfile or larger is subjected to lightning or slashing damage, it splits into two new oozes if it has at least 10 hit points. Each new ooze has hit points equal to half the original ooze’s, rounded down. New algae oozes are one size smaller than the original algae ooze.

swamp creatures 3 Terrain Enchiridion

ANHINGA Although very rarely encountered by the casual Anhinga traveler in a swamp, Medium celestial, chaotic good anhinga are fierce protectors of the wetlands they call home. Affectionately called “swamp Armor Class 14 (natural armor) 36 (8d8) turkeys” for their bright plumage, intelligent Hit Points Speed 20 ft., fly 40 ft., swim 30 ft. (on water surface) creatures know to stay on their good side.

Swamp Seers. As incredibly gifted diviners of STR DEX CON INT WIS CHA the swamps and their denizens, many people 12 (+1) 14 (+2) 10 (+0) 14 (+2) 18 (+4) 16 (+3) seek out anhinga for guidance through the most treacherous stretches of marshes and the Saving Throws Wis +6, Cha +5 like. Anhinga do not mind being sought out for this Damage Resistances radiant guidance, and in fact revel in the fact that their powerful Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks can help those in need. Senses truesight 90 ft., passive Perception 14 Help for the Worthy. Anhinga do not give their help or Languages All, telepathy 120 ft. advice freely though. Anyone asking for their help must Challenge 4 (1,100 XP) first pass muster against the anhinga’s finely honed sense of right and wrong. Rarely do creatures with evil or Divine Awareness. The anhinga knows if it hears a lie. malicious intent even gain an audience with an anhinga, Resistance. The anhinga has advantage on saving throws as they remain hidden and secretive from such types. against spells and other magical effects. Before You Know. Those that the anhinga deems worthy Magic Weapons. The anhinga’s weapon attacks are magical. of help do not have to look far to find these diviners of Shielded Mind. The anhinga is immune to scrying and to any effect the swamps. The anhinga will usually seek them out and that would sense its emotions, read its thoughts, or detect its suddenly appear, many times before one even realizes location. they need their guidance. Walk on Water. The anhinga is able to move freely across the A Price Paid. The anhinga do not give their help or surface of a body of water at a speed of 30 feet. advice freely though. Anyone who accepts their help must be willing to do a favor for the anhinga. Many times Actions this is a small token of appreciation, such as clearing a Beak Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one submerged log so a section of swamp can drain more target. Hit: 8 (2d6 + 1) piercing damage.. freely. But for more serious matters or advice, the Spellcasting. The anhinga is an 11th-level spellcaster. Its anhinga may raise the stakes quite high, asking for the spellcasting ability is Wisdom (spell save DC 14, +6 to hit with supplicant to rid their swamp of a physical threat such as spell attacks). The anhinga has the following spells prepared, and a troublesome silt lurker or even a boo that recently requires no material components to cast them: moved into the area. Cantrips (at will): guidance, true strike 1st level (4 slots): beast bond, comprehend languages, detect evil and good, detect magic, detect poison and disease, hunter’s mark, identify, speak with animals 2nd level (3 slots): augury, beast sense, detect thoughts, find traps, locate animals or plants, locate object, see invisibility 3rd level (3 slots): clairvoyance, tongues 4th level (3 slots): arcane eye, , locate creature 5th level (2 slots): commune, commune with nature, contact other plane, legend lore, Rary’s telepathic bond, scrying 6th level (1 slot): find the path, true seeing Swamp Sight (1/day). The anhinga can touch a willing creature Sampleand bestow a limited ability to see intofile the immediate future. For 8 hours, the swamp-sighted creature can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the swamp-sighted creature for the duration.

4 swamp Creatures Terrain Enchiridion BATAKHALIK (SWAMP OTTERFOLK)

Batakhalik (Swamp Otterfolk) Small humanoid (otterfolk), chaotic neutral

Armor Class 13 (natural armor) Hit Points 7 (2d6) Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA 8 (–1) 16 (+3) 10 (+0) 14 (+2) 8 (-1) 14 (+2)

Saving Throws Dex +5 Skills Acrobatics +7, Stealth +7 Senses darkvision 60 ft., passive Perception 9 Languages Common Challenge 1/4 (50 XP)

At Home in the Water. The batakhalik, like other otterfolk, are only truly at home when in the water. When in water, they gain the following: • advantage on all Dexterity (Stealth) checks. • advantage on ability checks and saving throws made to escape a grapple. • advantage on Dexterity (Stealth) checks made to hide. • advantage on all Wisdom (Survival) checks to track a creature in a swamp. • on each of their turns, they can use a bonus action to take the Dash, Disengage, or Hide action. • if subjected to an effect that allows then to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeeds on the saving throw, and only half damage if they fail. Secretive, sly, cunning, and manipulative, the batakhalik, • they can move through the space of any creature that is of a size larger than them. or swamp otterfolk, are generally disdained by the other sub-races of otterfolk. • they can hold their breath for up to 10 minutes, and dive up to 100 feet.. Otterfolk in general are most often neutral in their Swamp Tactics. Batakhalik have advantage on attack rolls against interactions with outsiders, but batakhalik can be quite a target if at least one other batakhalik is within 5 feet of the petty and short of temper. Their actions may appear creature and the ally isn’t incapacitated. chaotic, although that is mainly due to ignorance of the Sly Minds. Swamp otterfolk are masters at twisting words and way their clans are structured and what they perceive as meanings to their advantage when dealing with outsiders. right and wrong. They have advantage on all Charisma (Deception) checks when Most batakhalik who venture away from their clans interacting with non-otterfolk. They do not have this advantage to live with other races are rangers or rogues, and when dealing with other sub-races of otterfolk. often make a living as guides through treacherous Actions areas. Those who live near population centers or along trade routes commonly work as lookouts, information Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. peddlers, and sometimes smugglers. Hit: 5 (1d4 + 3) piercing damage. Swamp Sticker. Melee Weapon Attack: +5 to hit, reach 5 ft. or Otterfolk are not a long-lived race, and as a result they range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or mature rather quickly. They reach adulthood by 10 years 7 (1d8 + 3) piercing damage if used with two hands to make a of age, and typically live no longer than 40 years. melee attack. SampleBatakhalik stand between 2 andfile 3 feet tall, and average Savage Tongue (3/Day). All batakhalik innately know the vicious about 30 pounds. mockery cantrip, which they can cast as a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12).

swamp creatures 5 Terrain Enchiridion BOO HAG Boo are similar to in their need to steal Boo Hag a life essence from their victims. Unlike vampires, they Boo Hags very rarely form covens, preferring to keep gain sustenance from a person’s breath, as opposed to to themselves. But when they do gather together, they their blood, and by stealing their skin and then riding typically join as a group of three as in other covens. their victims through the night, terrorizing others. Shared Spellcasting. When all three members of a Horrible Appearance. These foul creatures have no swamp are within 30 feet of each other, they can skin, and thus are red and raw. This also makes them each cast the following spells from the wizard’s spell list hard to hold on to, and their bodies are very warm. but must share the spell slots among themselves. 1st level (4 slots): false life, ray of sickness In order to be less conspicuous, they will Skin Alive. 2nd level (3 slots): blindness/deafness, ray of enfeeblement steal a victim’s skin and use it for as long as it holds out, 3rd level (3 slots): bestow curse, feign death, vampiric touch wearing it as one might wear clothing. They will remove 4th level (3 slots): blight, phantasmal killer and hide this skin before they use their skinless victim as 5th level (2 slots): dominate person, mislead a mount. 6th level (1 slots): circle of death Amorphous. When a boo hag determines a victim is For casting these spells, each hag is a 12th-level suitable for riding, the boo hag will attempt to gain spellcaster that uses Intelligence as her spellcasting access to the victim’s dwelling through a small crack, ability. The spell save DC is 12 + the hag’s Intelligence crevice, or hole. modifier, and the spell attack bonus is 4 + the hag’s Breath Drain. The boo hag will then position themselves Intelligence modifier. over the sleeping victim, sucking their breath. This act A boo hag that is a part of a coven has a challenge rating renders the victim helpless and paralyzed. This is when of 5 (1,800 XP). the boo hag steals the victim’s skin. Stolen Skin. The boo hag can use the skin stolen from a victim to polymorph itself into its victim, thereby confusing other possible victims and terrorizing others. Hag’s Mount. Once a boo hag has paralyzed her victim and stolen their skin, they can command the victim to become a mount for the boo hag. She then rides the poor skinless victim through the night. Boo hags take great glee in this torment, and the horror it inflicts upon those who are unfortunate enough to witness it.

Sample file

6 swamp Creatures Terrain Enchiridion

Boo Hag Medium fiend, neutral evil

Armor Class 11 Hit Points 52 (7d8 + 21) Speed 30 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 14 (+2) 12 (+1) 9 (–1)

Saving Throws Dex +3, Wis +3 Skills Deception +3, Perception +5, Stealth +5 Damage Vulnerabilities psychic, radiant Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, frightened Senses darkvision 60 ft., passive Perception 15 Languages Aquan, Common, Infernal Challenge 3 (700 XP)

Amorphous. The boo hag can move through a space as narrow as 1 inch wide without squeezing. This ability can only be used to enter a dwelling. Horrible Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrible Appearance for the next 24 hours. Innate Spellcasting. The boo hag’s innate spellcasting ability is Skin Alive. If a creature within 5 feet of the hag has been reduced Intelligence (spell save DC 12, +4 to hit with spell attacks). It can to 0 hit points (paralyzed) by the hag’s Breath Drain, the hag can innately cast the following spells, requiring no material components: remove the victims skin without killing it, and use that skin for its 2/day each: detect thoughts, fog cloud, nondetection, ray of Stolen Skin ability. enfeeblement, sleep If a victim has its skin stolen by the hag, it is not dead, but remains 1/day each: animate dead, dominate person paralyzed. If the paralysis is reversed without a remove curse spell, or a cure wounds spell or of healing (or some other means The boo hag has advantage on saving throws Magic Resistance. of restoring hit points) for more than 8 hit points they suffer a against spells and other magical effects. permanent –5 to their Charisma score, their speed is reduced to 10 Sunlight Sensitivity. While in sunlight, the boo hag has disadvantage (any faster movement results in 1d6 hit points of necrotic damage on attack rolls, as well as on Wisdom (Perception) checks that rely per round), and they must succeed on a DC 12 Constitution saving on sight. throw each minute or suffer 1d6 + 2 further necrotic damage. These effects can be mitigated by returning the victim’s skin to Actions them, at which point they must succeed on a DC 12 Constitution check to remove the paralysis, bypass the harmful effects, and be Multiattack. The boo hag makes two attacks with it’s claws. integrated back into their skin. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Stolen Skin. The boo hag can use its action to use its victim’s skin Hit: 9 (2d6 + 2) slashing damage, plus 1d6 necrotic damage. to polymorph into its victim, or back into its true form. Its statistics, Breath Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., other than its size, are the same in each form. Any equipment it is one creature. Hit: 19 (3d8 + 6) necrotic damage. The target must wearing or carrying isn’t transformed. It reverts to its true form if it succeed on a DC 12 Constitution saving throw or its hit point dies. maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target becomes paralyzed if this effect reduces its hit point maximum to 0. Hag’s Mount. The hag can use its action to use its animate dead innate spell ability on a paralyzed, skinned victim. The victim must succeed on a DC 12 Wisdom check or be animated and commanded The Boo Hag is a creature drawn from by the hag to act as her mount. The skinned, animated creature has culture. Every effort has been made to recreate the same speed and carrying capacity as they did previously. Samplethese mythical beings with thefile sensitivity and respect they deserve. We hope that by including our version of these fascinating creatures, others can use them to create interesting, thoughtful, and compelling stories for their games.

swamp creatures 7 Terrain Enchiridion CYPRESS TREANT Reclining in the dank cool waters of the deepest parts of many swamps are the cypress treants, identifiable by their protruding knees poking above the water’s surface in front of them. Cypress treants do not take kindly to those who wake them from their humid slumbers, and are slow to react to those who questions them. Used to the slow pace of life in the swamp, they ponder mysteries that others cannot fathom. Although quick to anger s aroused, they will listen to requests and questions from outsiders, although their response time is slow. Many petitioners have thought that the treant had fallen asleep after posing a query, only to be surprised by an answer several hours later. Cypress treants value nothing more than to be left alone to recline, rest, and ponder their existence. With that in mind they have typically facilitated peaceful negotiations in a swamp, using their ability to control others emotions if that will achieve the desired quiet they desire. In swamps near areas of external conflict, cypress treants have been known to agitate groups of creatures against one another, oftentimes resulting in misdirected bloodshed that preserves the calm life in the swamp.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Cypress Treant Hit: 16 (3d6 + 6) bludgeoning damage. Huge plant, chaotic neutral Control Emotions (1/Day). As an action, cypress treant can Armor Class 15 (natural armor) attempt to control and manipulate the emotions of a group of Hit Points 138 (12d12 + 60) creatures. Each creature in a 60-foot-radius sphere centered on Speed 30 ft. the treant must make a DC 16 Charisma saving throw. If a creature fails the saving throw, the treant can change their emotional state by causing them to be either charmed, frightened, or hostile. The STR DEX CON INT WIS CHA subject of attention for these emotional effects does not have to 22 (+6) 8 (–1) 20 (+5) 11 (+0) 15 (+2) 12 (+1) be the treant, but can be any creature or group of creatures that the treant wishes. Damage Vulnerabilities fire, slashing Gout of Water (Recharge 4-6). The cypress treant can choose Damage Resistances bludgeoning, piercing, poison a spot it can see within 60 feet of it, causing a gout of water to Senses passive Perception 12 erupt in a 10 foot diameter circle centered on that point. Each Languages Common, Druidic, Elvish, Sylvan creature in that circle must make a DC 15 Strength saving throw. Challenge 9 (5,000 XP) On a failure, the creature takes 13 (2d6 + 6) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe False Appearance. While the cypress treant remains motionless, it unless it can breathe water. If the saving throw is successful, is indistinguishable from a normal cypress tree. the target is pushed out of the gout of water. The gout of water can grapple one Large creature or up to two Medium or smaller Siege Monster. The cypress treant deals double damage to objects creatures at one time. At the start of each of the cypress treant’s and structures. turns, each creature grappled by a gout of water takes 13 (2d6 + Innate Spellcasting. The cypress treant’s innate spellcasting 6) bludgeoning damage. A creature within 5 feet of the gout of ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). water can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding. It can innately cast the following spells, requiring no material components: Summon Swamp Gas Elemental (1/Day). The cypress treant can summon the aid of a swamp gas elemental within 60 feet of it. 3/day:Sample entangle The swamp gas elemental has all its fileabilities, and acts as an ally of the cypress treant. The swamp gas elemental remains for 1 hour or Actions until it dies; until the cypress treant dies or is more than 120 feet from the swamp gas elemental; or until the cypress treant takes a Multiattack. The cypress treant makes two attacks. bonus action to dispel the elemental.

8 swamp Creatures Terrain Enchiridion

Giant Matamata Large beast, unaligned GIANT MATAMATA The giant matamata is a large, sedentary turtle with a Armor Class 15 (natural armor) large, triangular, flattened head with many tubercles and Hit Points 68 (8d10 + 24) flaps of skin, and a “horn” on its long and tubular snout. Speed 20 ft., swim 30 ft. They inhabit slow moving, blackwater streams, stagnant pools, marshes, and swamps. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 6 (–2) 11 (+0) 6 (–2) Swamp Camouflage. The giant matamata’s shell resembles a piece of bark, and its head resembles fallen Saving Throws Str +5, Con +5 leaves. As it remains motionless in the water, its skin Skills Stealth +2 flaps enable it to blend into the surrounding vegetation Damage Resistances fire until prey comes close. Senses tremorsense 60 ft., passive Perception 10 Languages – Nighttime Predators. The giant matamata is Challenge 2 (450 XP) carnivorous, and predominantly feeds at night in muddy water with limited visibility. It is well adapted to hunting Hold Breath. The giant matamata can hold its breath for 15 in these conditions, as it has very fine eyesight with eyes minutes. that reflect light, similar to other nocturnal reptiles. In Keen Hearing and Sight. The giant matamata has advantage on addition, the skin flaps on the neck are also extremely Wisdom (Perception) checks that rely on its tremorsense or sight. sensitive and help the giant matamata detect nearby movement. Giant matamata use a specific method of Swamp Camouflage. The giant matamata has advantage on Dexterity (Stealth) checks made to hide in swamp terrain. seizing their prey, reflecting their relative intelligence. They will move the prey into shallower areas of water, Actions surround the prey, and wave their front legs to prevent them from escaping. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Suction Feeding. Once surrounded, the giant matamata Suction Feeding. Melee Weapon Attack: +5 to hit, reach 10 ft., will open its mouth and contract its pharynx, causing one creature. Hit: 12 (2d8 + 3) bludgeoning damage, and the a rush of water that pushes the prey into their mouth. target is grappled (escape DC 13). Until this grapple ends, the The giant matamata thrusts out its head and opens its target is restrained, and the giant matamata can’t bite another large mouth as wide as possible, creating a low-pressure target. vacuum that sucks the prey into its mouth. The giant Swallow. The giant matamata makes one suction feeding attack matamata then snaps its mouth shut, the water is slowly against a Medium or smaller target it is grappling. If the attacks hits, the target is swallowed, and the grapple ends. The swallowed expelled, and the prey is swallowed whole. The giant target is blinded and restrained, it has total cover against attacks matamata cannot chew due to the way its mouth is and other effects outside the giant matamata, and it takes 7 (2d6) constructed. acid damage at the start of each of the giant matamata’s turns. The giant matamata can only have one target swallowed at a time. If the giant matamata dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Sample file

swamp creatures 9 Terrain Enchiridion MARSH WRAITH Marsh wraiths are the spirits of people who became lost in a swamp, and they continually yearn for their release from their dismal homes. They are not necessarily evil, but are considered to be tricksters who will play any prank they can to confuse others. Spirit Release. Marsh wraiths can only find the release they crave by causing a living person to become lost in the swamp to which their spirit has become confined. To accomplish this they steal a person’s possessions, most typically their Marsh Wraith clothing, during the night. Once the victim awakes (usually Medium undead, any alignment naked), the marsh wraith casts compulsion on them in an attempt to get them to chase the marsh wraith through the Armor Class 14 swamp. Each turn that a person chases the marsh wraith Hit Points 27 (6d8) in this manner requires a DC 12 Wisdom saving throw. A Speed 40 ft., fly 50 ft. failure results in the person becoming lost in the swamp, as the marsh wraith is released from its curse. STR DEX CON INT WIS CHA Undead Nature. A marsh wraith doesn’t require air, food, 5 (–3) 18 (+4) 11 (+0) 10 (+0) 12 (+1) 14 (≠2) drink, or sleep.

Saving Throws Dex +6, Cha +4 The Marsh Wraith was inspired by the Skills Deception +3, Stealth +6 from the Creedence Clearwater Revival song Damage Vulnerabilities radiant Damage Resistances acid, force, thunder; bludgeoning, piercing, “Born on the Bayou”. As songwriter John and slashing from nonmagical attacks Fogerty put it, “ (A) Hoodoo is a magical, mystical, Damage Immunities cold, necrotic, poison spiritual, non-defined apparition, like a ghost Condition Immunities charmed, exhaustion, frightened, or a shadow, not necessarily evil, but certainly grappled, paralyzed, petrified, prone, restrained otherworldly.” Senses darkvision 90 ft., passive Perception 11 Languages any languages it knew in life We hope we have done justice to the concept. Challenge 3 (700 XP)

Amorphous. The marsh wraith can move through a space as Labyrinthine Recall. The marsh wraith can perfectly recall any path narrow as 1 inch wide without squeezing. it has traveled in a swamp. Bestial Unease. The marsh wraith can’t approach within 30 ft. of Magic Resistance. The marsh wraith has advantage on saving any trained or domesticated beast, and will do everything in its throws against spells and other magical effects. power to remain at least 30 ft from such creatures. Mimicry. The marsh wraith can mimic any sounds it has heard. A Cunning Action. On each of its turns, the marsh wraith can use a creature that hears the sounds can tell they are imitations with a bonus action to take the Dash, Disengage, or Hide action while in successful DC 12 Wisdom (Insight) check. a swamp. Nimble Escape. While in a swamp, the marsh wraith can take the Evasion. If the marsh wraith is subjected to an effect that allows Disengage or Hide action as a bonus action on each of its turns. it to make a Dexterity saving throw to take only half damage, the hoodoo instead takes no damage if it succeeds on the saving Shadow Stealth. While in dim light or darkness, the marsh wraith throw, and only half damage if it fails. can take the Hide action as a bonus action. False Appearance. While the marsh wraith remains motionless, it Sunlight Weakness. While in sunlight, the marsh wraith has is indistinguishable from a shadow. disadvantage on attack rolls, ability checks, and saving throws. Freedom of Movement. While in a swamp, the marsh wraith Swamp Camouflage. The marsh wraith has advantage on Dexterity ignores difficult terrain, and magical effects can’t reduce its speed (Stealth) checks made to hide in swamp terrain. or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Actions Incorporeal Movement. The marsh wraith can move through Disorienting Touch. Melee Weapon Attack: +6 to hit, reach other creatures and objects as if they were difficult terrain. 5 ft., one target. Hit: 13 (2d8 + 4) psychic damage, plus 1d6 It takes 4 (1d8) force damage if it ends its turn inside an object. necrotic damage. Any creature hit by such an attack must make Samplea successful DC 12 Wisdom saving filethrow or be subject to the Innate Spellcasting (At Will). The marsh wraith can innately cast effects of the confusion spell. the compulsion spell (spell save DC 12), requiring no material Etherealness. The marsh wraith magically enters the Ethereal Plane components. Its innate spellcasting ability is Charisma. from the Material Plane, or vice versa.

10 swamp Creatures Terrain Enchiridion

Moor Maid MOOR MAID Medium fey (aquatic), chaotic neutral One of the more wicked fey creatures known is the Moor Maid. Luckily for those that find themselves to have a Armor Class 14 (natural armor) bent for adventure, these sinister sirens have only been Hit Points 36 (8d8) Speed 25 ft., swim 40 ft. recorded as inhibiting swamps, fens, bogs and similar environments. On a side note there have also been tales of Moor Men having been spotted as well. STR DEX CON INT WIS CHA 8 (–1) 15 (+2) 10 (+0) 13 (+1) 14 (+2) 18 (+4) The Moor Maid thrives on tricking unsuspecting travelers or the lost and weary, coercing them to wander Saving Throws Wis +5, Cha +7 into her lair. They gain immeasurable pleasure by leading Skills Deception +7, Insight +5, Persuasion +7 the mis-led on, in the hopes she may help them find their Damage Vulnerabilities iron psychic way once again. Unfortunately for those lost, they more Damage Immunities Condition Immunities charmed often than not never leave the Moor Maids lair again. Senses darkvision 30 ft., passive Perception 12 For those the Moor Maid specifically takes a liking to, Languages Sylvan she may opt to keep them alive as her “companion”. A Challenge 5 (1,800 XP) few tales have even told of Moor Maids who have had the same companion for month, possibly even years. Amphibious. The moor maid can breathe air and water. If the Moor maid has ulterior designs for a target, say one Deep Desires. The moor maid magically reads the surface who provides to be a bit more hostile, or those that do thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 6 in. of wood or dirt, 2 ft. of stone, 6 in. not succumb to her “luring lore” effect, she will then opt of metal, or a thin sheet of lead blocks it. While the target is in for her “electri-tail” attack. With slight vibrations of her range, the moor maid can continue reading its thoughts, as long eel like tail the Moor Maid can send waves of electrical as the moor maid’s concentration isn’t broken (as if concentrating energy into the surrounding waters, to deadly effect. If on a spell). While reading the target’s mind, the moor maid any survive this attack, or ever find themselves face to has advantage on Wisdom (Insight) and Charisma (Deception, face with an angry Moor Maid, they can bet they will be Intimidation, and Persuasion) checks against the target. met with her melee attack, a tail whip, which produces Luring Lore. Moor-folk may lure a potential “lover” closer using similar electrical energies. information it has gathered from using its “deep desires” ability. One humanoid the moor-folk can see with in 30 feet of it must Looking upon a Moor folk, they have the appearance of succeed on a DC 15 Charisma saving throw or be magically an attractive humanoid, usually elven or human. From charmed for 1 day. The charmed target obeys the moor-folk’s the waist up that is. Below their hips, their form verbal or telepathic commands. If the target suffers any harm is anything but pleasant. A large mottled tail brownish or receives a suicidal command, it can repeat the saving throw, black in color, liken to that of an electric eel trails behind. ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this moor-folk’s Charm for the next 24 hours. The moor-folk can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Telepathy. The moor maid can magically communicate telepathically with any humanoid creature within 60 ft. of it.

Actions Electri-tail (on land). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (1d6 + 8) lightning damage. Electri-tail (in water). Ranged Weapon Attack: +5 to hit, range 5/30 ft., one target. Hit: 15 (3d8 + 2) lightning damage, and 11 (2d8 + 2) lightning damage to any creature in a 20-foot radius. SampleNo Dexterity saving throws may be fileused to limit this damage.

swamp creatures 11 Terrain Enchiridion

MUCK DRAGON Many scholars do not believe that muck dragons are true dragons in the strictest sense, as they do not have wings. Others argue that their scales, longevity, and spellcasting are all indicative of draconic heritage. Regardless, these foul creatures inhabit the darkest reaches of dismal swamps, keeping their distance from black dragons, whom they hate with a passion. Slithering through the slimy waters, they avoid humanoids whenever possible.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Ancient Muck Dragon Hit: 17 (2d8 + 8) bludgeoning damage. On a successful hit, the Gargantuan dragon, chaotic evil target is grappled.

Armor Class 21 (natural armor) Frightful Presence. Each creature of the muck dragon’s choice Hit Points 350 (20d20 + 140) that is within 120 feet of the muck dragon and aware of it must Speed 40 ft., swim 60 ft. succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a STR DEX CON INT WIS CHA creature’s saving throw is successful or the effect ends for it, the 26 (+8) 16 (+3) 24 (+7) 18 (+4) 16 (+3) 18 (+4) creature is immune to the muck dragon’s Frightful Presence for the next 24 hours. Saving Throws Dex +9, Con +13, Wis +9, Cha +10 Muck Spit (Recharge 5-6). The muck dragon spits poisonous Skills Deception +16, Insight +9, Perception +9, Persuasion muck in a 90-foot line that is 10 feet wide. Each creature in that +10, Stealth +15 line must make a DC 20 Dexterity saving throw, taking 63 (14d8) Damage Immunities poison poison damage on a failed save, or half as much damage on a Condition Immunities poisoned successful one. Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19 Acid Breath (Recharge 5-6). The muck dragon exhales acid in a Languages Common, Draconic 90-foot line that is 10 feet wide. Each creature in that line must Challenge 20 (25,000 XP) make a DC 22 Dexterity saving throw, takiing 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. Amphibious. The muck dragon can breathe air and water. Grappler. The muck dragon has advantage on attack rolls against Legendary Actions any creature grappled by it. The muck dragon can take 3 legendary actions, choosing from the Legendary Resistance (3/day). If the muck dragon fails a saving options below. Only one legendary action option can be used at throw, it can choose to succeed instead. a time and only at the end of another creature’s turn. The muck dragon regains spent legendary actions at the start of its turn. Actions Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attacks. Multiattack. The muck dragon can use its Frightful Presence. It The muck dragon flails its then makes three attacks: one with its bite, one with its claws, and Rolling Muck Attack (Costs 2 Actions). body frantically. Each creature within 20 ft. of the muck dragon one with its tail. must succeed on a DC 20 Dexterity saving throw or take 15 (2d6 Bite. MeleeSample Weapon Attack: +14 to hit, reach 15 ft., one target. + 8) bludgeoning damage and be knockedfile prone, as well as 9 Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) poison damage. (2d8) poison damage. The ancient muck dragon can then swim up to half its swim speed. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 7 (2d6) poison damage.

12 swamp Creatures Terrain Enchiridion

Protective of Swamp. Muck dragons become very protective Adult Muck Dragon of the swamp in which they live, generally never leaving the Huge dragon, chaotic evil swamp they were born in. In the unlikely event more than one muck dragon is born at a time, the siblings will continually Armor Class 18 (natural armor) scheme and attack each other until one is driven off or dead. Hit Points 149 (13d12 + 65) The survivor will spend the rest of their life attempting to keep Speed 40 ft., swim 60 ft. outsiders away. Reclusive. These dragons shun almost all interaction with STR DEX CON INT WIS CHA other species, and are rarely seen by even the most intrepid 22 (+6) 16 (+3) 20 (+5) 16 (+3) 14 (+2) 16 (+3) adventurers. Solitary by Nature. Muck dragons do not form relationships Saving Throws Dex +8, Con +10, Wis +7, Cha +8 with other beings, and prefer to remain in solitary seclusion for Skills Deception +13, Insight +7, Perception +7, Persuasion their entire lives. +8, Stealth +13 Damage Immunities poison Sunken Treasures. The lair of a muck dragon is usually Condition Immunities poisoned underwater, beneath a huge pile of rotting wood and other Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17 natural material found in swamps. Found only in the deepest Languages Common, Draconic and most dangerous parts of a swamp, few return if they Challenge 13 (10,000 XP) explore one of these hidden lairs, although reports of ancient and seemingly random treasures have circulated.

Amphibious. The muck dragon can breathe air and water. Keeper of Stories. On the rare occasions that outsiders are able Grappler. The muck dragon has advantage on attack rolls against any to actually communicate with a muck dragon, it is usually in an creature grappled by it. effort to parley for passage through the dangerous marsh. On such occasions, the muck dragon may propose the price of an Legendary Resistance (3/day). If the muck dragon fails a saving throw, it can choose to succeed instead. interesting story in return for safe passage. No one has been able to determine exactly what sort of story resonates with a muck Actions dragon, but the few who have survived such an encounter swear that any engrossing tale will suffice, as long as it is long enough. Multiattack. The muck dragon can use its Frightful Presence. It then makes three attacks: one with its bite, one with its claws, and one with its tail. A MUCK DRAGON'S LAIR Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 5 (1d8) poison damage. Muck dragons live in the deepest and most dismal parts of swamps and marshes, far from civilization and any areas Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 4 (1d6) poison damage. of passage. The foul odors of rotting vegetation and slime permeate the lair and the area around it. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. On a successful hit, the target is grappled. LAIR ACTIONS Frightful Presence. Each creature of the muck dragon’s choice that On initiative count 20 (losing initiative ties), the muck dragon is within 120 feet of the muck dragon and aware of it must succeed takes a lair action to cause one of the following effects, but on a DC 15 Wisdom saving throw or become frightened for 1 cannot take the same lair action in two consecutive rounds: minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s • Grasping roots and vines erupt in a 20-foot radius centered saving throw is successful or the effect ends for it, the creature is on a point that the muck dragon can see within 120 feet of immune to the muck dragon’s Frightful Presence for the next 24 it. That area becomes difficult terrain, and each creature hours. there must succeed on a DC 15 Strength saving throw or Muck Spit (Recharge 5-6). The muck dragon spits poisonous muck be restrained. The roots and vines wilt away when the muck in a 60-foot line that is 5 feet wide. Each creature in that line must dragon uses this lair action again or when the dragon dies. make a DC 16 Dexterity saving throw, taking 63 (14d8) poison damage on a failed save, or half as much damage on a successful • The ground in a 20-foot radius centered on a point that the one. muck dragon can see within 120 feet of it becomes dough- like difficult terrain. Each target that starts its turn in that Legendary Actions area must succeed on a DC 16 Strength saving throw or The muck dragon can take 3 legendary actions, choosing from the have its speed reduced to 0 until the start of its next turn. options below. Only one legendary action option can be used at The ground returns to normal when the muck dragon uses a time and only at the end of another creature’s turn. The muck this lair action again, or it dies. dragon regains spent legendary actions at the start of its turn. • A cloud of swamp gas fills a 20-foot radius sphere centered Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attacks. on a point that the muck dragon can see within 120 feet of Rolling Muck Attack (Costs 2 Actions). The muck dragon flails its it. The cloud spreads around corners and remains until the body frantically.Sample Each creature within 10 ft. of the muck dragon dragon dismisses it as an action,file uses this lair action again, must succeed on a DC 16 Dexterity saving throw or take 13 (2d6 or dies. The cloud is lightly obscured. Any creature in the + 6) bludgeoning damage and be knocked prone, as well as 9 (2d8) cloud when it appears must make a DC 15 Constitution poison damage. The muck dragon can then swim up to half its swim saving throw, taking 10 (3d6) poison damage on a failed save, speed. or half as much on a successful one. A creature that ends its turn in the cloud take 10 (3d6) poison damage. swamp creatures 13 Terrain Enchiridion REGIONAL EFFECTS The region containing a legendary muck dragon’s lair is corrupted by the dragon’s magic, which creates one or more of Muck Dragon Spellcasting the following effects: Muck dragons are innately magical creatures that have • The land within 2 miles of the lair takes twice as long to mastered a few spells as they age. traverse, as the plants twist to block the path and the murky A young or older muck dragon can innately cast a number waters swirl and periodically submerge any patches of dry land. Any attempts at tracking or finding a clear path to of spells equal to its Charisma modifier. Each spell can be follow suffer a +3 penalty to the DC. cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the muck • Water within 1 mile of the lair is supernaturally fouled. Any enemies of the dragon who ingest the water must succeed on dragon’s challenge rating (rounded down). a DC 12 Constitution check or be poisoned. Failure by more A muck dragon can cast the following spells: than 5 also results in a level of exhaustion. ray of enfeeblement, bestow curse, blight, contagion, harm • Various other denizens of the swamp such as alligators, snakes, and eels act as the eyes and ears of the muck dragon The muck dragon’s bonus to hit with spell attacks is within a 1 mile radius. equal to its proficiency bonus + its Charisma bonus. The muck dragoon’s spell save DC equals 8 + If the muck dragon dies or leaves the area, the effect fades over proficiency bonus + its Charisma modifier. the course of 2d6 days.

Young Muck Dragon Large dragon, chaotic evil

Armor Class 17 (natural armor) Hit Points 102 (12d10 + 36) Speed 40 ft., swim 60 ft. Muck Dragon Wyrmling Medium dragon, chaotic evil

STR DEX CON INT WIS CHA Armor Class 16 (natural armor) 18 (+4) 16 (+3) 16 (+3) 16 (+3) 12 (+1) 12 (+1) Hit Points 33 (6d8 + 6) Speed 40 ft., swim 40 ft. Saving Throws Dex +6, Con +6, Wis +4, Cha +4 Skills Deception +7, Insight +4, Perception +4, Persuasion +4, Stealth +9 STR DEX CON INT WIS CHA Damage Immunities poison 14 (+2) 16 (+3) 12 (+1) 13 (+1) 10 (+0) 12 (+1) Condition Immunities poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14 Saving Throws Dex +5, Con +3, Wis +2, Cha +3 Languages Common, Draconic Skills Deception +5, Insight +2, Perception +2, Challenge 6 (2,300 XP) Persuasion +3, Stealth +7 Damage Immunities poison Condition Immunities poisoned Amphibious. The muck dragon can breathe air and water. Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12 Grappler. The muck dragon has advantage on attack rolls against Languages Draconic any creature grappled by it. Challenge 1 (200 XP)

Actions Amphibious. The muck dragon can breathe air and water. Multiattack. The young muck dragon can make three attacks: one Grappler. The muck dragon has advantage on attack rolls against with its bite, one with its claws, and one with its tail. any creature grappled by it. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d6) poison damage. Actions Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d4) poison damage. Hit: 6 (1d8 + 2) piercing damage plus 2 (1d4) poison damage. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. On a successful hit, the Hit: 6 (1d6 + 3) bludgeoning damage. On a successful hit, the target is grappled. target is grappled. MuckSample Spit (Recharge 5-6). The young muck dragon spits Muck Spit (Recharge 5-6). The muckfile dragon wyrmling spits poisonous muck in a 30-foot line that is 5 feet wide. Each creature poisonous muck in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 48 in that line must make a DC 12 Dexterity saving throw, taking 18 (11d8) poison damage on a failed save, or half as much damage (4d8) poison damage on a failed save, or half as much damage on on a successful one. a successful one.

14 swamp Creatures Terrain Enchiridion MYAKKA The myakka, also known as the skunk ape or swamp ape, is a foul-smelling humanoid creature that inhabits the various swamps and nearby areas across the continent. Primarily found in temperate and tropical swamps, it is named for its appearance and for the unpleasant odor that is said to accompany it. Nasty Appearance. The myakka is reported to have long patches of fur on the shoulders and arms similar to an Orangutan, and is often described as a mottled rusty-red color. Often appearing wet and slimy, few observers get much closer than a cursory glance. Swamp Ass. Survivors who have encountered a myakka up close have reported a horrible stench rising from the creature. This odor has reportedly been strong enough to poison people from a distance. Swamp Camouflage. The myakka is extremely hard to find in its natural habitat Myakka of vine-choked swamps. This may seem like a good thing, Large monstrosity, unaligned but it inevitably leads to a myakka sneaking up on an unsuspecting party and at best stealing their food, at Armor Class 15 (natural armor) Hit Points 94 (9d10 + 45) worst killing and eating them. Speed 30 ft., climb 30 ft. Disrupting Stare. The mere sighting of a myakka has been reported to have been frightening enough, but STR DEX CON INT WIS CHA several tales tell of the creature’s horrible eyes, causing 22 (+6) 12 (+1) 20 (+5) 8 (–1) 12 (+1) 9 (–1) even the most stalwart warrior to flee in terror or even attack whomever is closest, in a fit of pure fear. Saving Throws Str +9 Skills Perception +4, Stealth +4 Damage Resistances fire, poison Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 6 (2,300 XP) Swamp Ass. Any target other than the myakka that starts its turn Disrupting Stare. When a target starts its turn within 30 feet of within 5 feet of it must succeed on a Constitution saving throw the myakka and is able to see the myakkas’ eyes, the myakka can (DC 16) or be poisoned until the start of the target’s next turn. On magically force it to make a DC 15 Charisma saving throw, unless a successful saving throw, the creature is immune to the stench of the creature is incapacitated. On a failed saving throw, the target all myakkas for 1 hour. can’t take reactions until the start of its next turn and rolls a d8 Swamp Camouflage. The myakka has advantage on Dexterity to determine what it does during that turn. On a 1 to 4, the target (Stealth) checks made to hide in a swamp. does nothing. On a 5 or 6, the target takes no action but uses all its movement to move in a random direction. On a 7 or 8, the Swamp Glide. The myakka can move across difficult terrain in a target makes one melee attack against a random target, or it does swamp without expending extra movement. nothing if no target is within reach. Unless surprised, a target can avert its eyes to avoid the saving throw at the start of its turn. If Actions the target does so, it can’t see the myakka until the start if its next turn, when it can avert its eyes again. If the target looks at the Filthy Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one myakka in the meantime, it must immediately make the save. target. Hit: 17 (2d10 + 6) piercing damage. In addition, a damaged creature must succeed on a DC 12 Constitution saving throw Poison Resistance. The myakka has advantage on saving throws or suffer 2d8 poison damage from the foul miasma stuck to the against poison, and it has resistance against poison. myakka’s claws. QuickSample in the Muck. On each of its turns, the myakka can use a Powerful Arms. Melee Weapon Attack:file +9 to hit, reach 5 ft., one bonus action to take the Dash, Disengage, or Hide action. target. Hit: 17 (2d10 + 6) bludgeoning damage. In addition, any creature smaller than the myakka must make a successful opposed Speak with Frogs & Toads. The myakka can communicate simple Strength check to avoid being flung 10 feet, or suffer an additional concepts to frogs and toads. 1d6 bludgeoning damage and becoming prone.

swamp creatures 15 Terrain Enchiridion SILT LURKER Silt lurkers are horrible aberrations that exist at the bottom of murky swamps, feeding on creatures that disturb their unfathomable slumber, whether in the water or along the edges of dry land. Believed to have existed before any recorded history, their thoughts are completely and utterly foreign to anything alive today, and no one is sure of their exact motivations. Few survive an encounter with these mysterious beings, but many tales are told of the treasures they may have accumulated over the millennia.

Silt Lurker Large aberration, chaotic neutral

Armor Class 14 (natural armor) Hit Points 75 (10d10 + 20) Speed 10 ft., swim 30 ft.

STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 6 (–2) 14 (+2) 6 (–2)

Skills Stealth +5 Damage Resistances piercing, psychic, slashing Condition Immunities blinded, exhaustion, poisoned, prone Senses 60 ft. (blind beyond this radius), tremorsense 30 ft., passive Perception 12 Languages Common, Deep Speech Challenge 5 (1,800 XP)

Amphibious. The silt lurker can breathe air and water. Damage Transfer. While it is grappling a creature, the silt lurker takes only half the damage dealt to it, and the creature grappled by the silt lurker takes the other half. Fear Aura. Any creature hostile to the silt lurker that starts its turn within 20 feet of the silt lurker must make a DC 12 Wisdom saving throw, unless the silt lurker is incapacitated. On a failed save, the creature is frightened until the start of its Actions next turn. If a creature’s saving throw is successful, the creature is immune to the silt lurker’s Fear Aura for the next 24 hours. Multiattack. The silt lurker makes two attacks with its tentacles. Freedom of Movement. The silt lurker ignores difficult terrain, and Constrict. Melee Weapon Attack: +6 to hit, reach 15 ft., one magical effects can’t reduce its speed or cause it to be restrained. creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature It can spend 5 feet of movement to escape from nonmagical is restrained, and the silt lurker can’t constrict another target with restraints or being grappled. that tentacle. The silt lurker has advantage on attack rolls against any Grappler. Silt Regeneration. As an action, the silt lurker regains 8 hit points creature grappled by it. at the start of its turn. If the silt lurker takes acid or fire damage, Inscrutable Mind. The silt lurker is immune to scrying and to any this trait doesn’t function at the start of the silt lurker’s next turn. effect that would sense its emotions or read its thoughts, as well The silt lurker dies only if it starts its turn with 0 hit points and as any divination spell that it refuses. Wisdom (Insight) checks doesn’t regenerate. made to ascertain the silt lurker’s intentions or sincerity have Sweaty Dreams (Recharge 5-6). If a creature is grappled by the disadvantage. silt lurker, they must succeed on a DC 13 Wisdom saving throw or suffer an additional 2d6 hit points of psychic damage. Any Rust Metal. Any nonmagical weapon made of metal that hits the creature that takes this psychic damage must succeed on a silt lurkerSample corrodes. After dealing damage, the weapon takes a further DC 13 Wisdom saving throwfile each day or be compelled permanent and cumulative -1 penalty to damage rolls. If its penalty to submerge itself in the nearest body of water for 1d6 hours drops to -5, the weapon is destroyed. Non magical ammunition (but not submerged to the extent of drowning). This effect made of metal that hits the silt lurker is destroyed after dealing can be removed by a remove curse or similar magic, or with 2 damage. consecutive successful saving throws.

16 swamp Creatures Terrain Enchiridion

Swamp gas elementals are comprised of billowing clouds of noxious fumes, usually appearing over marshy waters. They tend to appear unexpectedly, and can move quite quickly when they desire. Several observers have noticed a screaming shapeless face in the clouds of murky fumes, hinting that the foul magics that created them may have some necromantic origin. Those lucky few that have survived an encounter with one of these disturbing creations are loathe to speak of it, muttering only of “drowning from the inside” and “it stole a part of me”. Those that boast of their conquests against such a foe are either foolhardy or lying.

Swamp Gas Elemental Large elemental, neutral

Armor Class 15 Hit Points 67 (9d10 + 18) Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA 12 (+1) 11 (+6) 14 (+2) 4 (–3) 10 (+0) 4 (–3)

Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison SWAMP GAS ELEMENTAL Condition Immunities blinded, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Many elementals are typically creatures native to the Senses darkvision 60 ft., passive Perception 10 elemental planes, little more than animate masses of Languages Auran their respective elements. Swamp gas elementals are Challenge 5 (1,800 XP) little more than animated energy on their own planes of existence. Generally they have been called on by Gas Form. The swamp gas elemental can enter a hostile creature’s spellcasters and powerful beings to take shape and space and stop there. It can move through a space as narrow as 1 perform tasks inch wide without squeezing. Living Elements. The dim consciousness of the various Life Drain. As a bonus action, the elemental can target one magics and elements that comprise the wild spirit of a creature it can see within 5 feet of it that has 0 hit points and is swamp gas elemental manifests as a physical shape only still alive. The target must succeed on a DC 10 Constitution saving when shaped by powerful magic. They have no society throw against this magic or die. If the target dies, the elemental regains 10 (3d6) hit points. or culture, and cannot comprehend the idea of individual beings. Actions Conjured by Magic. Certain spells and magic items Multiattack. The swamp gas elemental makes two suffocate can conjure the necessary pieces to create a swamp gas attacks, but they must be against separate targets. elemental. Once these pieces are conjured and coalesced Suffocate. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. through magic on the material plane, the swamp gas Hit: 15 (2d8 + 6) force damage. In addition, any creature affected elemental is entirely under the control of its creator. by this attack must make a DC 13 Constitution saving throw or begin suffocating. The number of rounds a creature has before Creator Controlled. Once control over a swamp gas they run out of breath is now equal to half their Constitution elemental is established, the creator typically sets it to modifier (minimum 1 round). At the start of its next turn, the a specific task. These tasks generally include keeping creature drops to 0 hit points and is dying, and it can’t regain hit watchSample over a lair, or driving away unwanted visitors to the points or be stabilized until it can breathefile again. area. Foul Miasma (Recharge 5-6). Each creature in the elemental’s space must make a DC 13 Constitution saving throw. On a failure, Elemental Nature. An elemental doesn’t require air, the target takes 15 (3d8 + 2) poison damage. If the saving throw food, drink, or sleep. is successful, the target takes half the poison damage.

swamp creatures 17 Terrain Enchiridion VINE GOLEM Vine golems are typically created by dark druids who reside deep in fetid swamps, shunning society and practicing the combination of their druidic rituals and the dark necromantic arts. Horrible Origins. Made from the grafting of multiple awakened vines onto a humanoid body crafted of multiple drowned corpses, vine golems are horrible things that all sentient creatures abhor. After the initial foundation, the dark architect infuses their new creation with a spark of druidic necromantic power, and the blindly obedient servant is forever under their command. Ranged Servitude. The powers that go into the creation of a vine golem allow the creator to command it to do more than just stand guard. The vines golem is purposefully quite mobile, and can be used to actively protect an area of swamp near a dark druid’s lair. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.

Vine Golem Medium construct, neutral Grappler. The vine golem has advantage on attack rolls against any Armor Class 11 (natural armor) creature grappled by it. Hit Points 52 (7d8 + 21) Speed 20 ft. Immutable Form. The vine golem is immune to any spell or effect that would alter its form. STR DEX CON INT WIS CHA Magic Resistance. The vine golem has advantage on saving throws 17 (+3) 10 (+0) 16 (+3) 6 (–2) 10 (+0) 4 (–2) against spells and other magical effects. Magic Weapons. The vine golem’s attacks are magical. Skills Stealth +2 Damage Resistances bludgeoning, piercing Swamp Camouflage. The vine golem has advantage on Dexterity Damage Immunities poison (Stealth) checks made to hide in swamp terrain. Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned Actions Senses tremorsense 60 ft., passive Perception 10 Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one Languages – target. Hit: 12 (2d8 + 3) bludgeoning damage, and the target is Challenge 3 (700 XP) grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the vine golem can’t constrict another target. Ambusher. The vine golem has advantage on attack rolls against Entangling Plants (Recharge 5-6). Grasping roots and vines sprout any creature it has surprised. in a 15-foot radius centered on the vine golem, withering away after 1 minute. For the duration, that area is considered difficult Aversion to Fire. If the vine golem takes fire damage, it has terrain for nonplant creatures. In addition, each creature of the disadvantage on attack rolls and ability checks until the end of its vine golem’s choice in that area when the plants appear must next turn. succeed on a DC 13 Strength saving throw or become restrained. Damage Transfer. While it is grappling a creature, the vine golem A creature can use its action to make a DC 13 Strength check, takes only half the damage dealt to it, and the creature grappled by freeing itself or another entangled creature within reach on a the vine golem takes the other half. success. False Appearance. While the vine golem remains motionless, it is Reactions indistinguishable from normal vines. SampleSplit. When a vine golem that is Mediumfile or larger is subjected to Freedom of Movement. While in a swamp, the vine golem ignores lightning or slashing damage, it splits into two new vine golem if difficult terrain, and magical effects can’t reduce its speed or it has at least 10 hit points. Each new vine golem has hit points cause it to be restrained. It can spend 5 feet of movement to equal to half the original vine golem’s, rounded down. New vine escape from nonmagical restraints or being grappled. golem are one size smaller than the original vine golem.

18 swamp Creatures Terrain Enchiridion

Vomit Troll VOMIT TROLL Large giant, chaotic neutral From anyone lucky enough to have actually escaped a troll attack themselves, or heard the tales of one Armor Class 18 (natural armor) who has, the nightmarish creatures have always been Hit Points 68 (8d10 + 24) Speed 30 ft., swim 20 ft. described to have enlarged maws lined with wicked, slicing fangs, and razor sharp claws. Not the vomit troll. Their mouths are best described as a rubbery toothless STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 16 (+3) 7 (–2) 10 (+0) 7 (–2) orifice which hangs limply off the troll’s jaw. Since they cannot chew, vomit trolls have to dissolve solid food into Saving Throws Dex +7 liquid, or at least into particles measuring no more than Skills Perception +3, Stealth +7 a few inches or less. To do this, the troll regurgitates Damage Vulnerabilities cold saliva from its stomach, which dissolves the food until Damage Resistances poison it is digestible. The vomit troll then uses its hose-like Damage Immunities acid mouth to suck up the liquefied food. Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 Though they eat with their mouths, vomit trolls taste Languages Giant with their tentacles, the main reason they are always Challenge 5 (1,800 XP) rubbing and caressing their food. Amphibious. The vomit troll can breathe air and water. Grappler. The vomit troll has advantage on attack rolls against any creature grappled by it. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes cold damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions Multiattack. The troll makes three attacks: one with its vomit and two with its tentacles. Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. On a successful hit the target must make a DC 15 STR check in order to avoid being grappled. Vomit. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60ft., one target. Hit: 13 (2d8 + 4) acid damage.

Sample file

swamp creatures 19