Bemphuth | New Monster for Dungeons & Dragons Fifth Edition

I love open-ended requests, especially when it’s a monster. It lets me be creative. For example, I just got this request from one of my patrons:

2 CT tokens – Monster CR 13, Swamp Monster found in the Swamp of Oblivion between the Elemental Plane of Water and Earth. That’s all the information I have. Have fun with it!

I think I will!

Since I didn’t really have a creature in mind, I turned to Shutterstock to find something pretty horrific (the picture above and below).

The patron wants a CR 13 creature from the Swamp of Oblivion. But what’s in the Swamp of Oblivion?

From the Dungeon Master’s Guide:

The border region between the planes of Water and Earth is a horrid swamp where twisted, gnarled trees and thick, stinging vines grow from the dense muck and slime. Here and there within the Swamp of Oblivion (also called the Plane of Ooze), stagnant lakes and pools play host to thickets of weeds and monstrous swarms of mosquitoes. The few settlements here consist of wooden platforms between trees, but a few stand on stilts driven deep into the muck. No solid earth underlies the mud of the swamp, so houses built on poles eventually sink down into it.

So I can create all sorts of stuff so long as it’s gross? Gotcha. I think a legendary creature would be fun, too, to really give some PC’s a run for their money.

I generated the name bemphuth from fantasynamegenerators.com.

I pronounce it bemp-huth.

Elemental Nature. The bemphuth does not require air, food, drink, or sleep.

shutterstock_1011604249

Bemphuth

Huge elemental, chaotic evil


Armor Class 16 (natural armor)

Hit Points 115 (10d12 + 50)

Speed 40 ft., swim 40 ft.


Abilities Str 26 (+8), Dex 9 (-1), Con 20 (+5), Int 5 (-3), Wis 12 (+1), Cha 7 (-2)


Saving Throws Con +10, Wis +6

Skills Perception +11, Stealth +9, Survival +6

Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious

Senses blindsight 120 ft., passive Perception 21

Languages Aquan, Primordial, Terran


Amorphous. The bemphuth can move through a space as narrow as 5 feet wide without squeezing.

Mosquito Cloud. Tens of thousands of biting mosquitos buzz around the bemphuth. At the start of each of the bemphuth’s turns, a creature within 5 feet of it takes 10 (4d4) piercing damage.

Magic Resistance. The bemphuth has advantage on saving throws against spells and other magical effects.

Regeneration. The bemphuth regains 30 hit points at the start of its turn. If the bemphuth takes thunder or radiant damage this trait doesn’t function at the start of the bemphuth’s next turn. The bemphuth dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Swamp Camouflage. The bemphuth has advantage on Dexterity (Stealth) checks made while in swamps.


Actions

Slam. Melee Weapon Attack: +13 to hit, reach 15 feet., one target. Hit: 21 (3d8 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or become coated in thick, sticky mud. While stuck in the mud, the creature is restrained. The creature can use its action to make a DC 18 Strength check to break free from the mud.

Mud Ball. Ranged Weapon Attack: +13 to hit, range 60/240 ft. Hit: 21 (3d8 + 8) bludgeoning damage.

Mud Vomit (Recharge 5-6). The bemphuth spews a shower of mud in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw or take 45 (10d8) bludgeoning damage on a failed save and be knocked prone, or half as much damage on a successful one and not be knocked prone.


Legendary Actions

The bemphuth can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The bemphuth regains spent legendary actions at the start of its turn.

Move. The bemphuth moves its speed.

Attack (2 Actions). The bemphuth makes a weapon attack.

Poison Cloud (3 Actions). The bemphuth emits a toxic cloud of gas in a 30-foot cube originating from it. Each creature in the area must make a DC 18 Constitution saving throw or be poisoned until the end of the bemphuth’s next turn. While poisoned, the creature’s is blinded. On a successful saving throw, the creature is immune to the Bemphuth’s Poison Cloud for 24 hours.

 

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Art by Shutterstock (used with permission).

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