Amphibious. The berox can breath both air and water.
Slim hide. The berox has advantage on rolls for getting out of grapples and creatures have disadvantage on grappling the berox.
Camouflage. When berox is in darkness or submerged in water it has advantage on stealth checks
Hypnosis. This will only work if the creature can see or see colors, creatures that can see the colorful lights of a berox, that creature must make a DC 16 int saving throw, if failed they will be charmed and follow the berox
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 2d6 + 8 piercing damage, if a creature is hit that creature must make a con 15 saving throw, if failed that creature will become poisoned.
Tail Attack. Melee Weapon Attack: +3 to hit, reach 10 ft long and 15 feet wide., any creature behind the berox. Hit: 2d8 + 2 bludgeoning damage.
Wing Attack. Melee Weapon Attack: +2 to hit, reach: 15 long and 10 feet wide., any creature next to the berox. Hit: 4d10 +4 bludgeoning damage, berox is later knocked prone
Poison Breath (3/rounds). RangedWeapon Attack: DC 15 con saving roll, range 30 ft., If creatures in the range of the poison breath fails their con saving throw they are poisoned.
Description
A berox is huge monster with black slimy skin, pure white eyes and a lure like a antler fish, and has a body like a wyvern.
It lives in the under dark in lakes, it hypnotizes its pray by using its lure and eyes to create a verity of colorful lights that charm creatures, then lead them back to their lake where they will drown the creature by biting it which will poison and weaken the creature, if hypnosis doesn’t work it will use its poison breath to poison its pray.
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