Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Traits
Amphibious
The water leaper can breathe air and water.
Underwater Camouflage
The water leaper has advantage on Dexterity (Stealth) checks made while underwater.
Actions
Bite
+5 to hit, reach 5 ft (1.5 m). Hit: 2d6+3 piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the water leaper can't Bite another target.
Multiattack
The water leaper makes one Bite attack and one Stinger attack.
Stinger
+5 to hit, reach 5 ft (1.5 m). Hit: 2d8+3 poison damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 5 (2d4) poison damage at the start of each of its turns. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Swallow
The water leaper makes a Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the water leaper, and it takes 7 (2d6) acid damage at the start of each of the water leaper's turns. The water leaper can have only one creature swallowed at a time.
About Water Leaper
Water Leaper is a large monstrosity with a Challenge Rating of 4. It has a unaligned alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 97 hit points (derived from 13d10 + 26).
GM Tips: Using Water Leaper
1 tips available
GM Tips: Using Water Leaper
When using Water Leaper in your D&D 5e campaign, consider these tactical approaches:
-
Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
Player Guide: Facing Water Leaper
1 strategies available
Player Guide: Facing Water Leaper
When your party encounters this creature, keep these strategies in mind:
-
Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 4.
Solo Encounter:
A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 2,000 XP
- Hard: 3,000 XP
- Deadly: 4,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Water Leaper?
- Water Leaper has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
- What type of creature is Water Leaper?
- Water Leaper is a Large Monstrosity, which affects how certain spells and abilities interact with it.
Related D&D 5e Content
Related D&D 5e Content
Explore more about monstrosity creatures and D&D 5e mechanics:
Related Creatures
Abominable Snowman
Monstrosity · CR 4
Barbed Devil
Fiend · CR 5
Ankylosaurus
Beast · CR 3
Ankheg Queen
Monstrosity · CR 3
Black Pudding
Ooze · CR 4
Bearded Devil
Fiend · CR 3