The wampa has disadvantage on Dexterity (Stealth) checks. At the start of each wampas turns, each creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 10 (4d4) poison damage.
Swamp Wampa
Large beast, unaligned
CreatureScum and Villainy
At a glance
- Armor Class
- 13 (natural armor)
- Hit Points
- 76 (8d10+32)
- Speed
- 40 ft.
- Skills
- Perception +2, Stealth +2
- Senses
- darkvision 60 ft., passive Perception 12
- Languages
- None
- Challenge
- 4 (1,100 XP)
Ability scores
- Str19+4Strength 19, modifier plus 4
- Dex11+0Dexterity 11, modifier plus 0
- Con18+4Constitution 18, modifier plus 4
- Int5-3Intelligence 5, modifier minus 3
- Wis10+0Wisdom 10, modifier plus 0
- Cha11+0Charisma 11, modifier plus 0
About this creature
Wampas are semi-sentient predators with humanoid proportions that stand up to 12 feet tall. While they all share characteristics in common, there are three variations of wampa that are distinct based on their native planet.
Traits
- Putrid Smell
Actions
- Multiattack
The wampa makes two attacks, one with its claw and one with its bite.
- Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6+4) kinetic damage.
- Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d10+4) kinetic damage. The target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the wampa can't bite another target.
