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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Swolbold/

Swolbold

Swolbold

Medium humanoid, chaotic neutral
  • Armor Class 14 (scale mail)
  • Hit Points 65 (10d8+20)
  • Speed 20 ft.
  • STR
    19 (+4)
  • DEX
    11 (+0)
  • CON
    15 (+2)
  • INT
    6 (-2)
  • WIS
    12 (+1)
  • CHA
    7 (-2)
  • Skills Athletics +6
  • Damage Resistances bludgeoning
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Draconic
  • Challenge 3 (700 XP)
  • Leaping Attack. If the swolbold uses the Dash action on its turn and stops within 5 feet of a creature, it can make one slam attack with disadvantage as a bonus action against that creature.
  • Pack Tactics. The swolbold has advantage on attack rolls against a creature if at least one of the swolbold's allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Sunlight Sensitivity. While in sunlight, the swolbold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

  • Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained and the swolbold can't make slam attacks against other targets.
  • Crush. One creature grappled by the swolbold must make a DC 14 Strength saving throw, taking 21 (5d6 + 4) bludgeoning damage on a failed save, or half as much damage on a successful one.

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