Medium Beast, Unaligned
Armor Class 13 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft., Swim 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
12 (+1)
INT
6 (-2)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws WIS +4
Skills Perception +4, Stealth +7
Damage Vulnerabilities Poison
Senses Blindsight underwater only (from electroreception), Passive Perception 14
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Chameleon. The chazapmander changes its colorations to blend into its surroundings. It can hide behind light obscurement or in dim light and gains advantage on stealth checks to hide if it does not move or attack on the same turn.

Actions

Multiattack. The chazapmander can take two Zap attacks as a single action.

Zap. Ranged Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage, and the target is stunned until the end of the target's next turn if failing a DC 14 Constitution save.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.

Bonus Actions

Nimble Escape. The chazapmander can take the Disengage or Hide actions as a bonus action on each of its turns.

Description

Chazapmanders are coastal ambush predators that often hunt in packs. They stun their prey from concealment while other members of the pack approach unobserved to finish it off with a well placed bite. The need to keep their skin wet at all times precludes them from venturing too far out from swamps and other bodies of water. This also makes them vulnerable to any toxins their skin is exposed to.

Monster Tags: Misc Creature

Habitat: CoastalSwamp

SleepingSovare

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