Creature Reference Back to Creatures

Aalpamac

Huge · Monstrosity · CR 7 · Unaligned

Armor Class
16 (natural armor)
Hit Points and Hit Dice
136 (13d12+52)
Challenge Rating CR
7

Ability Scores

Core attributes and their modifiers.

STR
21
+5
DEX
10
+0
CON
19
+4
INT
2
-4
WIS
16
+3
CHA
10
+0

Overview

Category Monsters
Size Huge
Type Monstrosity
Alignment Unaligned
XP 2900
Initiative Bonus +0

Movement

Walk 15 ft (4.6 m)
Swim 50 ft (15.2 m)
Climb 7 ft (2.1 m)
Crawl 7 ft (2.1 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 16

Saving Throws

Constitution +7

Skills

Perception +6

Resistances & Immunities

Damage Resistances
cold

Traits

Amphibious

The aalpamac can breathe air and water.

Distance Distortion Aura

The presence of an aalpamac distorts the vision of creatures within 60 feet of it. Each creature that starts its turn in that area must succeed on a DC 15 Wisdom saving throw or be unable to correctly judge the distance between itself and its surroundings until the start of its next turn. An affected creature has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight, and it can’t move more than half its speed on its turn. On a successful saving throw, the creature is immune to the aalpamac’s Distance Distortion Aura for the next 24 hours. Creatures with blindsight, tremorsense, or truesight are unaffected by this trait.

Actions

Bite

+8 to hit, reach 5 ft (1.5 m). Hit: 2d10+5 piercing damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claws

+8 to hit, reach 5 ft (1.5 m). Hit: 2d6+5 slashing damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Multiattack

The aalpamac makes three attacks: one with its bite and two with its claws.

About Aalpamac

Aalpamac is a huge monstrosity with a Challenge Rating of 7. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 136 hit points (derived from 13d12+52).

GM Tips: Using Aalpamac

1 tips available

When using Aalpamac in your D&D 5e campaign, consider these tactical approaches:

  • Aquatic Combat: This creature can swim at 50 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Aalpamac

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Aquatic Combat Defense: This creature can swim at 50 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 7.

Solo Encounter:

A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 5,600 XP
  • Hard: 8,400 XP
  • Deadly: 11,200 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 Aalpamac?
Aalpamac has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
What type of creature is Aalpamac?
Aalpamac is a Huge Monstrosity, which affects how certain spells and abilities interact with it.

Related D&D 5e Content

Related Creatures