Dank Crawler

Medium undead (revnant), neutral evil

Armor Class 14
Hit Points 128 (17d8+51)
Speed 20 ft.

20 (+5) 8 (-1) 16 (+3) 3 (-4) 8 (-1) 2 (-4)

Saving Throws Wisdom+2
Damage Immunities fire, poison
Condition Immunities charmed, exhausted, poisoned
Senses darkvision 120 ft., passive Perception 12
Languages understands the languages it knew in life but can’t speak
Challenge 7 (2,900 XP)

Special Traits

  • Sickening. Any living creature with a sense of smell that moves to or starts its turn within 30 feet of the dank crawler must succeed on a DC 16 Constitution save or be poisoned. If the creature fails the saving throw by 5 or more, it is also incapacitated until the end of its next turn. The creature may attempt a new save at the end of each of its turns to end the poisoned condition. On a successful saving throw, the creature is immune to this effect from any dank crawler for 24 hours.
  • Splash Damage. Anyone touching a dank crawler with bare skin feels the slimy cold of its fluid and its wriggling, burrowing maggots, taking 1d6 acid and piercing damage with each touch (or for each round contact is maintained). In addition, every time a dank crawler takes damage from any source, all living creatures adjacent to the dank crawler must succeed on a DC 16 Dexterity saving throw or be splashed with corrosive fluid and fast-burrowing maggots, taking 1d6 points of acid and piercing damage.
  • Woeful. When a dank crawler causes damage to a living target with an attack, that target must also attempt a DC 10 Woe saving throw. The target takes 1d4 spiritual damage on a failed saving throw, or half as much (minimum 1) on a successful saving throw. Once a specific target has taken spiritual damage due to this trait, it is immune to further spiritual damage from this particular dank crawler for 24 hours.


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) acid and piercing damage.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) acid and piercing damage.
  • Projectile Vomit (Recharge 5-6). The dank crawler vomits a torrent of vile fluid in a 20-foot cone. Each living creature in that area must succeed on a DC 16 Dexterity saving throw, taking 35 (10d6) acid and poison damage on a failed save, or half as much damage on a successful one.


Dank crawlers form from the corpses of drowning victims, and always appear to have just dragged themselves from the depths regardless of how long they’ve actually been free of the water. They mindlessly seek to slay any sentient living thing they encounter.

Disgusting. Crossing paths with a dank crawler is a sickening experience. In addition to their moist, blued, water-bloated flesh, they stink of stagnation and rot, and the water that drips from them is oily and discolored. Their flesh and clothes crawl with maggots and mosquito larvae.

Viscous, pitch-like fluid dribbles from their mouths, noses, ears, and eyes, as well as any open wounds; it also oozes out beneath their fingernails.

Corrosive. The cold, slimy fluids oozing from a dank crawler erode anything they touch, as if it had been worn down by years of erosion and rot. The dank crawler’s maggots and mosquito larvae are immune to these effects, and treat the corrosive fluids as ordinary stagnant mud.

Wet. A dank crawler is always wet, as if channeling fluids from some endless reservoir. It cannot be dried out by any means until it is destroyed. Flames that come near it sizzle and sputter uselessly, and it can’t catch fire or burn.

Causing its fluids to sizzle changes but does not abate the dank crawler’s nauseating stench.

Undead Nature. A dank crawler doesn’t require air, food, drink, or sleep.

Section 15: Copyright Notice

The Lost Citadel Ropleplaying, Copyright 2020, Green Ronin Publishing, LLC; Authors Keith Baker, Natania Barron, Jaym Gates, Jesse Heinig, Rhiannon Louve, Ari Marmell, Malcolm Sheppard, and C.A. Suleiman.