Ambusher. Advantage on all attacks against surprised targets.
Hold Breath. Thousand Teeth can hold its breath for 1 hour.
Legendary Resistance (2/Day). If Thousand Teeth fails a saving throw, it can choose to succeed instead.
Natural Camouflage. While in dark or dim conditions, such as underwater, Thousand Teeth can hide as a bonus action and receives advantage on his stealth and deception checks. He may blend in or appear to be a log. (Shadow Stealth, DMG 273)
Multiattack. Thousand Teeth makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 6) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the crocodile can't bite another target or use its breath weapon.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Thousand Teeth 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. Thousand Teeth regains spent legendary actions at the start of its turn.
Detect. Thousand Teeth makes a Wisdom (Perception) check.
Lunge. Thousand Teeth moves up to half its speed.
Bite (Costs 2 Actions). Thousand Teeth makes a bite attack.
Death Roll (Cannot use legendary actions on the next round). As a reaction, Thousand Teeth can roll up to 15’ sideways. Creatures caught in the path of the death roll who fail a DC 11 DEX saving throw take 2D8 bludgeoning damage and are knocked prone.
Submerge. Thousand Teeth can go below the surface of any water deep enough to cover his body and hide using his natural camouflage ability.
Description
Thousand Teeth is an ancient crocodilian nightmare that has served as the apex predator in the swamps near Saltmarsh for as long as anyone can remember. This monster recently fought a number of lizardfolk and lost one of its teeth. Angered and hungry, it sulks in its lair, lost in primal dreams of rending and tearing. It is found in the deep marshes in Danger at Dunwater.
Legend says that Thousand Teeth was transformed into his current half-dragon state when he was doused in the blood of a green dragon wyrmling who stopped to hunt the plentiful game in the great swamp. The wyrmling mistook the crocodile for swamp flotsam, and was bitten nearly in half when the floating log it landed next to got in a surprise attack. Dragon blood polluted the pool and transformed Thousand Teeth over the course of many years.
Lair and Lair Actions
Thousand Teeth's lair is a mound of mud and sticks that rises 10 feet out go the middle of a clearing in the great swamp. The lair is only accessible from an opening 20 feet beneath the water's surface. Trying to dig through from the top of the structure is nearly impossible due to the many branches and vines enmeshed with the muddy pile. The mound, itself, is imbued with a mild form of Thousand Teeth's poison. Digging through the mound or exploring the interior of the mound requires creatures to make a DC 7 CON saving throw for each minute of exposure. Failure of the saving throw imparts the poisoned. The plants and animals in this area have all become resistant to the poison or have perished. Such plants and animals are not safe for humanoids to eat.
Greed is among the many traits Thousand Teeth inherited from his draconic progenitor. Thousand Teeth's lair is rife with treasures, trinkets and baubles taken from its humanoid victims. Not knowing what to do with the items, Thousand Teeth has lined the inner walls of his lair with them. The walls are impregnated with weapons, armor, coins, and gems collected over the last century. Any objects that are able to decompose or rust do so 75% faster than normal inside of the lair due to the warmth and moisture of the environment. Gold, silver, and gemstones are immune to this effect. Magic items are not immune to the effects of the lair. The draconic magic that pervades the lair slowly drains the magic from some items and taints others with various effects and curses. The atmosphere of the lair is so imbued with decaying magic that any spell cast in it has the potential of causing a wild magic surge. Each time a spell is cast, roll on the Wild Magic Surge table located in the sorcerer class description in the Player's Handbook.
Lair Actions:
On initiative count 20 (losing initiative ties), Thousand Teeth takes a lair action to cause one of the following effects; the monstrosity cannot use the same effect two rounds in a row:
- A 300 foot diameter cloud of fog billows out of the water within 120 feet of the monstrosity and reduces visibility of normal and dark vision to 10 feet.
- 1D4 giant constrictor snakes are summoned to any location that the monstrosity can see within 120 feet of the monstrosity.
- 1D4 swarms of stinging insects or carnivorous fish are summoned to any location that the monstrosity can see within 120 feet of the monstrosity.
- Grasping roots, vines, and aquatic plants erupt in a 20-foot radius centered on a point that the monstrosity can see within 120 feet of itself. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature inflicts 10 points of damage to them. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.







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