Amphibious. The amphithere can breathe both air and water.
Crush. When the amphithere hits a creature with its tail attack, it can forgo one of its attacks to grapple the creature. On the ampthithere’s next turn, it can use its action to deal 2d8 bludgeoning damage to a grappled creature.
Multiattack. The amphithere makes two attacks: one with its bite and one with its tail. While flying or swimming, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. The target must make a DC 15 Strength saving throw, or be knocked prone.
Hydro Blast. Ranged Weapon Attack: +7 to hit, range 60 ft., one creature. Hit: 11 (1d12 + 4) bludgeoning damage. The target must make a DC 15 Strength saving throw, or be pushed 20 ft.
Description
Cousins to the wyverns , amphitheres have a long, snake-like body, leathery wings, and a sinewy tail.
Comments