Amphibious. The amphithere can breathe air and water.
Fleet of Fin. While swimming or flying, the amphithere can take the Dash or Disengage action as a bonus action.
Multiattack. The amphithere makes two attacks, one with its bite and one with its tail.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 hour.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.
Poison Breath (Recharge 5–6). The amphithere exhales a blast of stinging venom in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this attack remains stable but is poisoned for 1 hour, even after regaining hit points. If a creature has total cover from the amphithere, it is not affected by the breath attack.
The amphithere can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The amphithere regains all spent legendary actions at the start of its turn.
Tail. The amphithere makes a tail attack.
Poison Breath (Costs 2 Actions). The amphithere makes a poison breath attack. It can’t use this unless its poison breath has recharged.
Description
The amphithere is a large aquatic serpent with a spiny tail fin and two large pectoral fins which it can flap to achieve powered flight. Its mouth contains venom-filled fangs as well as a forked tongue which it can use to sense its prey. Though it primarily resides in the sea feeding on schools of fish, it uses its fins to fly over coastal land to hunt whatever it can catch when fish are scarce.
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