Aalpamac

A chimeric beast with the body of a massive trout and the front claws and head of a fierce wolverine bursts up from the icy water. Its eyes glow with a lambent green light, and the air around it bends and distorts as if viewed through a thick lens.

Hungry Lake Monsters. The aalpamac is a dangerous freshwater predator native to lakes and rivers. While primarily a water-dwelling monster, the aalpamac can haul itself onto shore with its front claws and does so to attack prey drinking or moving at the water’s edge. While not evil, the aalpamac is a ravenous and territorial creature, ranging over an area of up to a dozen miles in search of fresh meat. Aalpamacs are not picky about what they consume and even attack large boats if sufficiently hungry. They are solitary creatures and tolerate others of their own kind only during mating seasons.

Local Legends. An aalpamac that terrorizes the same lake or river for many years often develops a reputation among the locals of the area, particularly those living along the body of water in question. Inevitably, this gives rise to a number of stories exaggerating the size, ferocity, disposition, or powers of the aalpamac. The stories often give aalpamacs names that highlight their most prominent features or are specific to the area in which they live, such as “Chompo” or “the Heron Lake Monster.” These stories also make the aalpamac the target of adventurers and trophy hunters, most of whom either do not locate the beast or fall victim to it.

Aalpamac

Huge monstrosity, unaligned
Armor Class 16 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 15 ft., swim 50 ft.
STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 2 (-4) 16 (+3) 10 (+0)

Saving Throws Con +7
Skills Perception +6
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 16
Languages
Challenge 7 (2,900 XP)

Amphibious. The aalpamac can breathe air and water.

Distance Distortion Aura. The presence of an aalpamac distorts the vision of creatures within 60 feet of it. Each creature that starts its turn in that area must succeed on a DC 15 Wisdom saving throw or be unable to correctly judge the distance between itself and its surroundings until the start of its next turn. An affected creature has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight, and it can’t move more than half its speed on its turn. On a successful saving throw, the creature is immune to the aalpamac’s Distance Distortion Aura for the next 24 hours. Creatures with blindsight, tremorsense, or truesight are unaffected by this trait.

Actions

Multiattack. The aalpamac makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

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