Amphibious. The anurid can breathe air and water.
Standing Leap. The anurid's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Swarm-Catcher. The anurid has advantage on attack rolls and saving throws against swarms and creatures that were part of a swarm.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the anurid can't bite another target.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Tongue. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 5 (1d6+2) piercing damage and if the swarmsnapper hit a swarm, one of the individual creatures in the swarm takes this damage. If the damage does not kill the individual creature, the swarm stays intact, however, if this damage kills the individual creature the swarm has a 20% chance to disperse on its next turn.
Swallow. The anurid makes one bite attack against a Tiny or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the anurid, and it takes 5 (2d4) acid damage at the start of each of the anurid's turns. The anurid can have only one target swallowed at a time. If the anurid dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Comments