# Swolbold *Medium* *Humanoid* *chaotic neutral* - **Armor Class:** 14 (scale mail) - **Hit Points:** 65 (10d8+20) - **Speed:** walk 20 ft. - **Challenge Rating:** 3 (700 XP) - **Source:** Creature Codex, page 240 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 19 (+4) | 11 (+0) | 15 (+2) | 6 (-2) | 12 (+1) | 7 (-2) | - **Skills:** athletics +6 - **Damage Resistances:** bludgeoning - **Senses:** darkvision 60 ft., passive Perception 12 - **Languages:** Draconic ### Special Abilities - **Leaping Attack:** If the swolbold uses the Dash action on its turn and stops within 5 feet of a creature, it can make one slam attack with disadvantage as a bonus action against that creature. - **Pack Tactics:** The swolbold has advantage on attack rolls against a creature if at least one of the swolbold's allies is within 5 feet of the creature and the ally isn't incapacitated. - **Sunlight Sensitivity:** While in sunlight, the swolbold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ### Actions - **Slam:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained and the swolbold can't make slam attacks against other targets. - **Crush:** One creature grappled by the swolbold must make a DC 14 Strength saving throw, taking 21 (5d6 + 4) bludgeoning damage on a failed save, or half as much damage on a successful one.