Acidic Flesh: A creature that touches the Visceryx or hits it with a melee Attack while within 5 feet of it must succeed on a DC 15 Dexterity saving throw or takes 1d8 acid damage. On a failed save, any nonmagical weapon made of metal or wood that hits the Visceryx corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to Damage Rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical Ammunition made of metal or wood that hits the Visceryx is destroyed after dealing damage.
Regeneration: The Visceryx regains 10 hit points at the start of its turn. If the Visceryx takes fire damage, this trait doesn't function at the start of the Visceryx's next turn. The Visceryx dies only if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack. The Visceryx can make two attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (4d10 + 4) piercing damage. If the target is grappled, it must succeed on a DC 10 Constitution saving throw or become diseased. If diseased, every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: (2d10 + 4) piercing damage. The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Visceryx can't use it's claws on another target.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage. The target must succeed on a DC 15 Dexterity saving throw or take 2d8 acid damage.
Howl (Recharge 5–6). The Visceryx emits a bloodcurdling howl. Each creature within 30 feet of the Visceryx that can hear the howl must succeed on a DC 13 Constitution saving throw or take 2d6 psychic damage and be frightened. On a successful save, the creature is immune to being frightened by the howl for 24 hours. Creatures must still make saving throws against psychic damage.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties) a d20 is rolled. On a roll of 13 or more, the Visceryx takes a lair action to cause one of the following effects; the Visceryx can’t use the same effect two rounds in a row:
- All enemies of the Visceryx gain disadvantage on all attack, spell, ability, and saving throws.
- The Visceryx gains advantage on all attack, spell, ability, and saving throws.
- The Visceryx dives back into the nearest water pool and is hidden until the beginning of its next turn. The Visceryx can resurface at the beginning of its turn from any water pool.






