Swamp Monster
- Armor Class
- 4 [15]
- Hit Dice
- 5
- Attacks
- Attack (1d6)
- Special
- paralysis, surprise
- Move
- 12
- HDE/XP
- 6/400
Description
A Swamp Monster is a semi-intelligent humanoid creature standing around 7 feet tall. Over its dull blue- colored body small vegetation like moss and vines slowly grow, dyeing it with green hues as time goes by. These vegetation and coloration gave it a natural camouflage, making the swamp monster able to hide very effectively with a 50-1d6x10% chance (minimum 10%) of being detected, and to surprise others on a 1-4 on 1d6 roll. While swamp monsters may venture beyond their community none will dare to leave their habitat.
Encountering a swamp monster is such a shocking situation that any living creature who does so must make a saving throw against magic or flee for 1d4 rounds. Those surprised by the monster must make the saving throw at -5 and will start running the next round if the saving throw is failed. Anyone who successfully makes this saving throw may only be affected by a swamp monster if surprised but won't suffer the -5 save penalty.
A swamp monster's lair contains small mud huts built by them that normally houses up to four swamp monsters. The lair overflows with mud and vegetation, making moving on them harder than on normal swamps, with its terrain movement adjustment being ¼. Moving inside the huts is incredibly difficult such that characters must make a saving throw or be stuck in place; a swamp monster is never affected by any negative terrain modifiers.
Finding treasure on their lair takes double the normal time while inside the huts is quadrupled.
Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.