Amphibious. The Beelzebufo can breathe air and water
Standing Leap. The Beelzebufo’s long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.
Magic Resistance. The Beelzebufo has advantage on saving throws against spells and other magical effects.
Beelzebufo's Toxic Skin. Any creature that grapples the Beezlebufo or otherwise comes into direct contact with the Beelzebufo's skin must succeed a DC 15 Constitution saving throw, taking 10 (2d10) poison damage and becoming poisoned on a failed save. If they fail the save by 5 or more they are also infected with the Sight Rot disease (pg 257 of the DMG). A creature no longer in direct contact with the Beelzebufo can repeat the saving throw at the end of each of their turns, ending the effects of being poisoned on itself on a success.
A poisoned creature that starts its turn in direct contact or comes into direct contact with the Beelzebufo's skin takes 10 (2d10) poison damage and is forced repeat the saving throw. On a fail, they become 'Badly' poisoned increasing the duration of the poison by an additional 6 hours each time they fail the save. 'Badly' poisoned creature don't repeat a saving throw evening if they are no longer within direct contact of the Beezlebufo, and the poison must be removed by magical means, or waited out.
Casting a spell or other magical effect that would cure poison on the Beelzebufo will cause its skin to fester and boil, instead dealing 15 (3d10) radiant damage, plus an additional 1d10 per spell level above 1st.
This poison can be harvested with a poisoners kit and a DC 20 Intelligence check.
Spellcasting. The Beelzebufo is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Beelzebufo has following spells prepared:
Cantrips (at will): Poison Spray, Druidcraft, Vicious Mockery
1st level (3 slots): Command, Sleep, Bane, Ray of Sickness
2nd level (2 slots): Crown of Madness, Hold Person, Suggestion
3rd level (1 slots): Bestow Curse, Hypnotic Pattern
4th level (1 Slots): Blight, Compulsion
Multiattack. The Beezlebufo makes a melee attack and casts a cantrip, or makes two bite attacks. If the first bite attack hits and successfully grapples the creature, the Beezlebufo uses its Swallow on it instead.
Bite. Melee weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage.The target is grappled (escape 15 DC ) until this grapple ends, the target is restrained and the Beelzebufo can’t bite another target.
Crush. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) bludgeoning damage.
If Beelzebufo moves into a space occupied by at least one creature as part of the landing from a jumping movement while attacking in this manner, the Beelzebufo attempts to body slam any creatures occupying the space as part of the attack. A creature hit by this attack must make a DC 15 Dexterity save, taking an additional 12 (2d12 damage) bludgeoning damage on a failed save and half as much on a successful one. If a creature fails this save by 5 or more they are knocked prone and restrained (escape DC 15) underneath a portion of the Beezlebufo's body. If used in this manner, it can't be used as part of a multiattack.
Swallow. The Beelzebufo makes one bite attack against a medium or smaller target is it 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 Beelzebufo, and it take 10 (2d6+4) bludgeoning and 6 (2d6) acid damage at the start of each of the Beelzebufo’s turns. The Beelzebufo can only have one target swallowed at a time.
If the Beelzebufo takes 20 damage or more on a single turn from a creature inside it, the Beelzebufo must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Beelzebufo.
If the Beelzebufo dies, a swallowed creature is no longer restrained by it and can escape for the corpse using 10 feet of movement, exiting prone.
Lair and Lair Actions
A swampy plain surrounded by trees, wreckage and other decorations forming a fitting castle for the demonic frog. It's treasures, collections and the corpses of adventurers foolish enough to enter its lair litter the surround area near its makeshift throne area.
Lair Actions
On initiative count 20, the Beezlebufo takes a lair action to cause one of the following effects; the Beezlebufo can’t use the same effect two rounds in a row:
- The swamp floor becomes think with infestation, becoming difficult terrain to creatures other than the Beezlebufo until next initiative count 20.
- The Beezlebufo's odor becomes extremely pungent, and repulsive. All creatures within 30 feet of the Beezlebufo must succeed of DC 15 Constituion save or begin to gag, and become sickened by the smell. On a failed save, the creature is 'Poisoned' until the end of their next turn.
- The Beezlebufo chooses one creature within 20 feet, a muddy sink hole appears beneath the creature causing them to begin sinking into the swamp the creature is grappled, (escape DC 15). At the end of each of the creatures turns, it repeats the save to attempt and escape. On a fail they sink lower and lower. After one failed save, they become restrained, and after two they are suffocating underneath the swamp. After each fail the DC increases by 2. A creature may use an action to help pull a creature out of a sink hole.
Regional Effects
The region containing a legendary Beezlebufo's lair is an infested swamp, which creates one or more of the following effects:
- The region takes twice as long to traverse due to thick, damp infestations within the swamp. Swamp waters spread, and some areas turn into muddy sink holes.
- Plant life begins to wither away, and areas waters become tainted, both becoming otherwise poisonous to prolonged touch or consumption. Consuming or directly interacting with these tainted plants poisons a creature for 1 hour. Wild creature effected by this poison become hyper aggressive, or merely weakened.
- The area surrounding the lair within a 1 mile radius is filled with a grotesque odor, bugs begin to litter the area and wildlife begins to die off. The air becomes thick and humid and the wildlife is silent.
If the Beezlebufo dies, these effects fade over the course of 2d10 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/4/2019 4:05:23 AM
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18
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0
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5e
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Coming Soon
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