Llamhigyn y Dwr

Medium monstrosity, neutral evil

Armor Class 13
Hit Points 45 (7d8 + 14)
Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 7 (-2) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages
Proficiency Bonus +2
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Amphibious. The llamhigyn y dwr can breathe both air and water.
  • Extraordinary Leap. The distance of the llamhigyn y dwr’s long jumps is tripled; every foot of its swimming speed that it spends on the jump allows it to move 3 feet.
  • Water Glide. If it isn’t incapacitated, the llamhigyn y dwr can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air.

ACTIONS

  • Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the llamhigyn y dwr. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can’t bite another target.
  • Deadly Leap. If the llamhigyn y dwr jumps at least 15 feet as part of its movement, it can then use this action to land in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 13 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 10 (2d6 + 3) bludgeoning damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 feet out of the llamhigyn y dwr’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the llamhigyn y dwr’s space.
  • Startling Shriek. When the llamhigyn y dwr emits a piercing shriek, every creature within 30 feet of it must succeed on a DC 11 Wisdom saving throw or be stunned until the end of its next turn. A creature that succeeds on the saving throw is immune to the shriek for the next 24 hours.

ABOUT

These creatures resemble large toads with bat-like wings instead of forelegs and a long, reptilian tail with a stinger at the end.

Llamhigyn y dwr (thlam-HEE-gin-uh-DUWR), also known as Water Leapers, are malicious creatures from folklore that inhabit swamps, ponds, rivers, and lakes. They are known for their lightning-fast leaps across the water’s surface, hence their name.

Water leapers are carnivorous creatures that prey on fish, poor sheep that wander too close to the water’s edge, and even fishermen. They delight in stealing bait from fishing hooks. They can quickly snatch bait from hooks, pull fishermen into the water, and even knock victims out of boats with their powerful leaps.

Shepherds warn against letting sheep or dogs near the water’s edge to avoid a water leapers’ attacks. The creatures are fast and powerful swimmers and will not hesitate to drag their victims below the water’s surface.

While they primarily feast on fish, their voracious appetites quickly deplete fish stocks in their habitats. They also have a preference for the meat of sheep, cattle, and even humans who venture too close to the water’s edge. Legends warn that the water leapers will drag unsuspecting victims to the bottom of the lake, presumably to devour them.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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