**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.