**Difficult Terrain.** Rapids are considered [[Difficult Terrain]]. **STR Saving Throw.** A creature that moves into rapids for the first time on a turn or starts its there must succeed on a DC 15 STR Saving Throw. Creatures without Swim Speed have [[Disadvantage]] on this Saving Throw. Creatures with Swim Speed can use DEX instead of STR on this Saving Throw. **Swept Away.** On a failure, the target takes 7 (2d6) Bludgeoning damage, is moved 30 feet down the current and has the [[Prone]] condition. If the target hits an obstacle during movement, it takes 3 (1d6) Bludgeoning damage for every 10 feet of movement remaining from the current. **Athletics Check.** In order to move in rapids, a creature without Swim Speed must succeed on a DC 15 STR (Athletics) Check to do so.