Bablop, Swamp Sovereign - AI-generated fantasy Monster

Bablop, Swamp Sovereign

Locals tell of a 'swamp god' that rose from the lake and razed a city. The muckwyrm's image is carved into battered totems and depicted in painted murals as a purple-and-green wyrm. Folktales insist it demands tribute of fish and the firstborn calf; some claim it can speak and bargains with men to spare whole clans.

HP195AC18SPD30 ft., Swim 40 ft., Burrow 10 ft. (muck)CRCR 12 (8,400 XP)PerceptionStealthSurvival
STR
21
DEX
14
save
CON
19
save
INT
14
WIS
12
save
CHA
16
Amphibious Resilience. The muckwyrm can breathe air and water. It can also end the paralyzed effect from its bite on itself once per short rest by thrashing and expelling the last of the toxin.
Keen Smell. The muckwyrm has advantage on Wisdom (Perception) checks that rely on smell and on checks to hide in marsh, swamp, or murky water.
Sovereign Presence. If the muckwyrm is within its lair, the area is suffused by its influence. See Lair Actions and Lair Effects.
Cult of the Muckwyrm. A creature that drinks or eats something the muckwyrm has fed to its worshipers must succeed on a Wisdom saving throw or gain a strong devotion toward the muckwyrm for 24 hours.
Cautious Mind. If subjected to a magic effect that would charm or command it, the muckwyrm has advantage on the saving throw.
Multiattack. The muckwyrm makes two attacks: one with its bite and one with its tail.
Venomous Bite. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 15 () piercing damage plus 24 () poison damage. The target must succeed on a Constitution saving throw or become poisoned for 1 minute. While poisoned this way, the target is paralyzed for 1 round at the start of each of its turns and takes 7 () poison damage at the end of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on the initial saving throw takes half the poison damage and is not poisoned.
Tail Strike. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 14 () bludgeoning damage. If the target is grappled by the muckwyrm, the target takes an additional 9 () bludgeoning damage and is pushed up to 10 feet into muck or water; if pushed into shallow water or muck, it must succeed on a Strength saving throw or be knocked prone.
Mudmist Cone. The muckwyrm exhales a choking cloud of brackish mist in a 20-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save a creature takes 21 () poison damage and is blinded until the end of its next turn. On a successful save a creature takes half damage and is not blinded. The muckwyrm can use this action once, and it regains the use if it finishes a short or long rest.
Drowning Grapple. The muckwyrm attempts to grapple and drag a Large or smaller target into the water or deep muck. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: the target is grappled (escape ). Until the grapple ends the target is restrained and takes 9 () bludgeoning damage at the end of each of the muckwyrm's turns as it grinds the target into mud.
Snap Reaction. When a creature the muckwyrm can see moves into water or muck within 20 feet, the muckwyrm can make a tail strike against that creature.
Tail Lash. The muckwyrm makes a tail strike against one target within reach.
Slide. The muckwyrm shifts up to half its movement without provoking opportunity attacks.
Command Cultists (Costs 2 Actions). The muckwyrm issues a chilling croak and signals its bullywug followers within 120 feet. Up to 3 bullywugs or 1 bullywug warrior it can see immediately use their reaction to move up to their speed and make one weapon attack. If no bullywugs are present, the muckwyrm instead forces one creature it can see to make a Wisdom saving throw or be frightened until the end of its next turn.
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