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Water Leaper

Large · Monstrosity · CR 4 · Unaligned

Armor Class
14 (natural armor)
Hit Points and Hit Dice
97 (13d10 + 26)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
14
+2
CON
15
+2
INT
4
-3
WIS
12
+1
CHA
5
-3

Overview

Category Monsters
Size Large
Type Monstrosity
Alignment Unaligned
XP 1100
Initiative Bonus +2

Movement

Walk 40 ft (12.2 m)
Fly 5 ft (1.5 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 11

Skills

Stealth +4

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

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

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

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

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.

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