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Junglechompers Stats

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Ailyn Evangeline
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Junglechompers Stats

Uploaded by

Ailyn Evangeline
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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TH E J U N G L E C H O M P E R S

A first and unmistakable sign of a nearby pack of jungle


chompers is the absolute absence of animal sounds. Stalking
through the undergrowth of steamy forests, this primal
beast is preying upon any unfortunate creature that crosses
its path – be it as small as a nimble lizard or as large as a full-
grown gorilla. While a single jungle chomper might be cute
to look at, a pack of these ferocious critters poses a serious
threat even for trained and well-equipped adventurers.
Unfortunately for many explorers and wanderers, a jungle
chomper never roams alone…

Swarm. The swarm can occupy another creature‘s space and


S WA R M OF JUNGLE C HOMPER S vice versa, and the swarm can move through any opening
Medium swarm of Tiny beasts, unaligned large enough for a Tiny beast. The swarm can‘t regain hit
points or gain temporary hit points.

Armor Class 13 Undergrowth Dweller. If in overgrown terrain, the swarm


Hit Points 58 (13d8) has advantage on Dexterity (Stealth) checks and attack rolls
Speed 40 ft., swim 30 ft. against it have disadvantage.

A C T IONS
STR DEX CON INT WIS CHA
4 (-3) 17 (+3) 10 (+0) 4 (-3) 14 (+2) 3 (-4) Multiattack. The swarm makes two attacks, or one attack if
the swarm has half of its hit points or fewer.
Skills Perception +4, Stealth +5 Tearing Bites. Melee Weapon Attack: +5 to hit, reach 0 ft.,
Damage Resistances bludgeoning, piercing, slashing one creature in the swarm‘s space. Hit: 8 (2d4 + 3) slashing
Condition Immunities charmed, frightened, grappled, damage, and the target must succeed on a DC 13 Constitution
paralyzed, petrified, prone, restrained, stunned saving throw or suffer one Bleeding Wound.
For each Bleeding Wound, a creature loses 1 hit point at
Senses darkvision 60 ft., passive Perception 14
the start of each of its turns. If a creature has three or more
Languages — Bleeding Wounds, it has disadvantage on ability checks and
Challenge 3 (700 XP) its speed is halved.
Bleeding Wounds can be closed by magical healing. Further,
any creature can take an action to stanch one Bleeding Wound
Blood Frenzy. The swarm has advantage on melee attack rolls with a successful DC 13 Wisdom (Medicine) check.
against any creature that doesn‘t have all its hit points.

Keen Sight and Smell. The swarm has advantage on Wisdom


(Perception) checks that rely on sight or smell.

T H E F L U F F Y F OL IO | I N C OL L A B OR AT ION W I T H E I GH T F OL D PA P E R JUNGLE CHOMPER S

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