Large Monstrosity, Chaotic Evil
Armor Class 15 (Natural Armor)
Hit Points 50 (5d8 + 25)
Speed 30 ft., Climb 30 ft., Swim 25 ft.
STR
16 (+3)
DEX
12 (+1)
CON
20 (+5)
INT
7 (-2)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws STR +6, CON +8
Skills Perception +3, Stealth +3
Damage Resistances Psychic
Damage Immunities Necrotic, Poison
Condition Immunities Blinded, Charmed, Frightened, Paralyzed, Poisoned, Prone
Senses Blindsight The Wamp is blind but it's other senses are enhanced. The mere movement of air caused by a prey item's breath can lead the Wamp to it's quarry., Passive Perception 13
Languages All Wamps have their own vile form of communication and may understand other languages but do not speak them.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions

Multiattack.  The wamp can make two attacks per turn: either two slam attacks or one slam attack and one bite attack.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., two targets. Hit: 6 (1d6 + 3) bludgeoning damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. The wamp's deadly saliva not only carries several necrotizing diseases, but also it's own clonal parasitic larvae. 1 to 3 baby wamps will spawn from the corpse of any creature killed in this way (and left intact and uncured) 2 to 3 days after death.

Grapple. On a slam attack roll of a natural 20, the target must make a successful DEX (Acrobatics) or STR (Athletics) save on a DC 13 or be knocked down and pinned by one of the the wamp's nine large, webbed feet, making it vulnerable to being bitten on the wamp's next turn.
The target can break the grapple on a successful STR (Athletics) save on a DC 13 during their next turn.

Reactions

Slam. When hit by a melee attack, the Wamp can use one of it's nine legs to slam the attacker as a bonus action [+5 to hit, reach 5 ft., Hit: 6 (1d6 + 3) bludgeoning damage]. It can counter one attack this way per round.

Description

An obscene scavenger that haunts dead cities, graveyards, dumps, fetid swamps, cesspools and sewers, wamps have pale, egg-shaped bodies and nine swaying legs. Their heads are eyeless. They have sharp-edged ears resembling those of some bats and creased, almost pig-like snouts drooping over flabby lips. Their feet are webbed and splashed with scarlet.

This contaminated monstrosity carries and spreads disease. Untended wounds from a wamp fester and teem with worms. Necrotizing disease and death almost always follow.

Though blind, this creature hunts actively and aggressively. Its senses of hearing and smell are phenomenal, but they can also detect the smallest vibrations in the ground or in the air to help them find the direction of their prey.

It was once believed that wamps spontaneously spawned from the dead bodies of largish creatures at random. It is now thought that wamps reproduce via clonal parasitic larvae that the wamp injects through it's bite. These larvae can remain dormant within the host for many years, only completing their transformation into baby wamps upon the host's death.

Though sapient, wamps are drawn to foulness and decay and feed only on carrion and unspeakable waste. If a wamp kills a creature, it does not eat it immediately but stores it for several weeks until its flesh has rotted enough to suit the wamp's taste.


Author's note: This is my adaptation of H.P. Lovecraft's Wamp, as depicted by Chaosium in S. Petersen's Field Guide to Creatures of the Dreamlands (©1989), to D&D 5E specifications.
Art by Mark J. Ferrari.

Lair and Lair Actions

Wamps can sometimes be found resting in pools of fetid water with the rotting corpses of their most recent victims. They prefer to allow their food to tenderize for a few weeks before eating it.

A wamp in it's lair gains a +5 initiative bonus due to it's keen senses and knowledge of it's immediate surroundings.

Creatures entering the wamp's lair must make a DC10 CON saving throw or be sickened by the stench of death and poisoned for their next two turns, or until they leave the lair.

Previous Versions

Name Date Modified Views Adds Version Actions
3/10/2019 2:32:41 AM
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Monster Tags: monstrosity

Habitat: CoastalSwampUnderdarkUrban

ZokS

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