Swampert (3.5e Monster)

Combat
 (Ex): As long as the ground is even vaguely damp, and it usually is if a Swampert is standing on it, Swampert can make a melee touch attack instead of a Slam attack. This only deals a single point of damage; however it also blinds the target for one round.

 (Ex): Swampert can spit out, as a Standard action, a blast of thick mud. It hits with incredible power, dealing 1d6 damage per hit die, however only reaches as far as 30 feet. A struck target must also make a Reflex save (DC 17) or be staggered for one round. The save DC is Con-based.

 (Ex): Swampert's flesh is perfect for plants to grow from. Unfortunately, this means it takes an extra 1d6 points of damage from the natural attacks of Plant creatures and from attacks that use plants to deal damage. It also takes a -10 penalty on saving throws against desiccation/dehydration effects.

 (Ex): If Swampert is in the water, a cloud of mud simply forms around it. It automatically gains Total Concealment in these situations.

 (Su): With a Standard action, Swampert can begin to store energy. During the following turn, make a note of any damage it takes. Then, on its turn, a single attack it makes deals additional damage equal to half of the total damage received during that turn.

 (Sp): 1/minute: earthquake, quagmire vortex, fengut. Caster level equals hit dice, and the Save DCs are 10 + Spell Level + Swampert’s Wisdom modifier.


 * The sample Swampert has a caster level of 9 and save DC of 13 + spell level.

 (Su): As a Swift action, Swampert can make itself immune to sleep effects for 1 minute. This also wakes up anyone who is asleep within 50 feet. This ability can be used at will.