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Water Leaper

Large · Monstrosity · CR 4 · Unaligned

Source. Tome of Beasts
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 5 ft (1.5 m)
Fly 50 ft (15.2 m)
Swim 40 ft (12.2 m)
Climb 2 ft (0.6 m)
Crawl 2 ft (0.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 11

Languages

-

Environments

Ocean

Traits

Amphibious

The water leaper can breathe both air and water.

Camouflage

The water leaper has advantage on Dexterity (Stealth) checks when underwater.

Actions

Bite

+5 to hit, reach 5 ft (1.5 m). Hit: 2d6 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 uses its shriek and makes one bite attack and one stinger attack.

Shriek

The water leaper lets out a blood-curdling shriek. Every creature within 40 feet that can hear the water leaper must make a successful DC 12 Constitution saving throw or be frightened until the start of the water leaper's next turn. A creature that successfully saves against the shriek is immune to the effect for 24 hours.

Stinger

+5 to hit, reach 5 ft (1.5 m). Hit: 1d6 poison damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect 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 swallowed and the grapple ends. The swallowed target is blinded and restrained, and has total cover against attacks and other effects outside the water leaper. A swallowed target takes 10 (3d6) acid damage at the start of the water leaper's turn. The water leaper can have one creature swallowed at a time. If the water leaper dies, the swallowed creature is no longer restrained and can use 5 feet of movement to crawl, prone, out of the corpse.

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).

Water Leaper has communication capabilities including -. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Water Leaper

2 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.
  • Aquatic Combat: This creature can swim at 40 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Water Leaper

2 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.
  • Aquatic Combat Defense: This creature can swim at 40 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 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.
What languages does Water Leaper speak?
Water Leaper can communicate in -.

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