Large Monstrosity, Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 114 (13d10)
Speed 30 ft., Swim 60 ft.
STR
15 (+2)
DEX
17 (+3)
CON
18 (+4)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws DEX +6, WIS +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Poisoned
Senses Darkvision, Passive Perception 15
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

 

 

Actions

Multiattack two attacks per turn

Bite Melee Weapon Attack +5 Hit : 1d8(+3) if hit grappeled, DC 12 Constitution throw or be cursed with weretoad lycanthropy.

Claw (hybrid form only) Melee Weapon Attack +4 Hit: 2d6(+3)

Tongue Melee Weapon Attack +2 Hit : 2d6(+3) the target has to roll a DC 13 Dexterity throw if the target fails the target gets pulled towards the weretoad.

Swallow If a target is grappeled the weretoad can make a grapple strenght check against the target. If succeeded the target gets swallowed. The target gets 1d4(+3) necrotic damage at the beginning of each of the weretoad’s turns.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Swamp

Dontbefrech

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