Magic Resistance. The Filth King has advantage on saving throws against spells and other magical effects.
Amphibious. Brogzaath can breathe both water and air.
Stench. Any creature that starts its turn within 10 feet of the Filth King must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the Filth King's stench for 24 hours.
Legendary Resistance (3/Day). If Brogzaath fails a saving throw, he can choose to succeed instead.
Dweller in Filth. If Brogzaath is reduced to 0 HP, he doesn't die or fall unconscious. Instead, he casts grease around himself and regains 80 HP. He also immediately uses his Blasphemous Croak.
Multiattack. The Filth King makes three attacks: two with its tongue and one with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Tongue Lash. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. The target is grappled. It can use a bonus action to pull a creature grappled by it up to 20 feet towards it.
Brogzaath can take 1 legendary action, 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. Brogzaath regains spent legendary actions at the start of its turn.
Quake. Brogzaath causes the area around it to violently shake in a radius of 100 feet. Creatures in the area must make a DC 15 Dexterity saving throw or fall prone. Until the beginning of the demon's next turn, the ground continues shaking, and creatures must repeat the saving throw to rise from prone.
Unholy Corruption. Brogzaath may target one individual with hold person. The DC is 15.
If Brogzaath's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Dweller in Filth.
Blaspemous Croak (Recharge 5–6). Brogzaath utters a blasphemous croak audible to all creatures within 300 feet of it. Those that can hear it must make a DC 16 Wisdom saving throw. On a failed saving throw, the target takes 2d6 thunder damage and 2d6 psychic damage and is stunned for 1 minute. On a successful saving throw, the target takes half damage and is not stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Combustible Spittle (Recharge 5–6). The demon spits a line of acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 2d8 acid damage on a failed save, or half as much on a successful one. At the start of the demon's next turn, the acid ignites and any targets hit by it burst into flames, taking 2d8 fire damage per round until extinguished.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Filth King takes a lair action to cause one of the following effects; Brogzaath can’t use the same effect two rounds in a row:
- Pools of filth that Brogzaath can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 17 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- Magical darkness spreads from a point Brogzaath chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- Pools of filth that Brogzaath can see within 120 feet of it turn fetid and corrosive. Any creature within a pool must succeed on a DC 17 Strength saving throw or take 2d8 acid damage.
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