5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Monstrosities >

Wamp

This eyeless, human-sized creature has an egglike body supported by nine spidery legs ending in crimson claws. It has two long, pointed ears that adjust rapidly at every little noise.

Medium monstrosity, unaligned

Armor Class 14 (natural armor)

Hit Points 33 (6d8 + 6)

Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 3 (–4 13 (+1) 8 (–1)

Damage Resistances necrotic

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11

Languages

Challenge 1/2 (100 XP)

Special Traits

  • Keen Hearing and Smell. The wamp has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage and the target must succeed on a DC 11 Constitution saving throw or contract a random disease. Roll a d6 to determine which disease it contracts.
    1. Cackle Fever. The target is infected by a typical strain of cackle fever.
    2. Sewer Plague. The target is infected by a strain of sewer plague that takes only 2d4 hours to show symptoms, starting with grotesque skin pustules.
    3. Sight Rot. The target is infected by a strain of sight rot that takes only 2d4 hours to show symptoms, which include increasingly painful swelling eyes that weep infectious tears.
    4. Abhorrent Fungus. The target is infested with parasitic fungus that causes painful warts after 2d4 hours. Once symptoms show and until the disease is cured, the target can’t regain hit points except by magical means, and every 24 hours after symptoms show, the target must succeed on a DC 13 Constitution saving throw or its hit point maximum decreases by 4 (1d8). If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.
    5. Creaking Ache. The target is infested with a disease in its bone marrow and cartilage. After 2d4 hours, it suffers a throbbing, gradually worsening ache in its bones and creaking in its joints. Every 24 hours after symptoms show, it must make a DC 11 Constitution saving throw. On a failed save, it become poisoned for 24 hours, the save DC increases by 1d4, and if the target failed by 20 or more, it is also paralyzed for 24 hours. On a successful save, the save DC decreases by 1d4. The disease is cured when the DC is reduced to 0.
    6. Crumbling Ruin. The target’s flesh is slowly petrified by a magical disease starting 2d4 hours after infection. At the end of every long rest, the target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by 2 (1d4) and it is restrained until it finishes another long rest. At the end of every hour the creature spends restrained, it can make a new saving throw, ending the restrained condition on a success. If the disease reduces the target’s hit point maximum to 0, the target is petrified. Any spell that can remove a disease, remove a curse, or remove the petrified condition cures this disease and restores the target’s hit point maximum. The target’s hit point maximum can’t be restored until the disease is cured.

About

Wamps have webbed feet splattered with crimson, which makes them look like they had just splashed through pools of blood. They inhabit dead cities and are drawn to carrion and decay and ruins. They are normally solitary, though when a large food supply appears, many may appear together.

They are semi-intelligent and can sometimes work in groups for a common cause as well. Naturally blind, they hunt with their keen senses of smell and hearing.

They are not necessarily nocturnal, though this is often the case.

Supernatural Spawning. Wamps do not reproduce like normal organisms. Instead, their presence casts a sort of magic curse over their environment. If they are in an ancient ruin, redolent of sorrow and loss, periodically the curse causes a new wamp, fully-adult and functional, to appear from the shadows. The more wamps that live in a collapsed temple or dead city, and the more tragic and corrupt the history of the locale, the faster the wamps tend to appear. In the cities with the most wamps and the most terrible histories, wamps can sometimes fester in such numbers that they emerge and raid the surrounding countryside.

Infectious Bite. The bite of a wamp is contaminated. Anyone injured is exposed to a loathsome disease. The nature of the disease varies from wamp to wamp (and sometimes even from bite to bite) but is always disfiguring and disgusting. Possible results are fungal infections, bone fevers, sinuses that weeping strange-colored fluids, pustules, and madness. Whatever its nature, the disease takes several hours to manifest.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.