Resonant Connection. If the banderhobb leaper has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the leaper.
Shadow Stealth. While in dim light or darkness, the banderhobb leaper can take the Hide action as a bonus action.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can’t use its bite attack or tongue attack on another target.
Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target.
Swallow. The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb’s turns. A creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable.
The banderhobb can have only one creature swallowed at a time. While the banderhobb isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.
Shadow Step. The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack.
Deadly Leap. If the banderhobb leaper jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the leaper's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the leaper's space.
Description
The banderhobb leaper is a massive humanoid frog, its skin covered in warts and pustules, belly and neck protruding out. Its hands and feet end in blackened, twisted claws, and its eyes are massive, yellow and slit-pupiled. An arm hangs out of its mouth as it chomps up and down, the remnants of its last meal.
If the body is harvested, its blood can be used as an ingredient to make a potion of leaping (granting the benefits of the jump spell when consumed) or a potion of growth, its eyes can be used in the creation of a potion of darkvision (granting the drinker darkvision for 90 feet, or extending it to that range for 1 hour). By using the skin of the banderhobb as an ingredient in crafting, one can create a set of gauntlets of orge strength. Alternatively, the rules for crafting from page 83 of the Strongholds and Followers book can be used.
Lair and Lair Actions
The banderhobb leaper takes shelter in a large, dark cave, studded with stalagmites and laden with hidden cesspools. Ledges line the walls at various heights, allowing it to escape melee and use the terrain to its advantage.
Lair Actions
On initiative count 15 (losing initiative ties), the banderhobb leaper takes a lair action to cause one of the following effects; the leaper can’t use the same effect two rounds in a row:
- A stalagmite, 10 feet in diameter, rises from the floor in a space within 30 feet of the banderhobb leaper. Any creature in the space when this lair action activates must make a DC 12 Dexterity saving throw or take 5 (1d8) bludgeoning damage and be knocked prone in the nearest unoccupied space adjacent to the stalagmite.
- A stalagmite sinks into the floor, removing it from the battlefield.
- A cesspool opens in the floor, 15 feet in radius, 10 feet deep. The water inside is murky and smells faintly of sulphur. It does not damage any creature inside it, merely inconveniencing those who wind up in its depths. If fire is brought into contact with the water, the cesspool lights aflame, dealing 4 (1d6) fire damage to any creature in contact with it at the end of their turn. The cesspool closes at the next initiative count 15.
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