Legendary Resistance (3/Day). If Bayek fails a saving throw, it can choose to succeed instead.
Multiattack. Bayek can use their Frightful Presence. It then makes three attacks: one with their Fish blast and two with their hammer.
Fish blast. Ranged Weapon Attack: +11 to hit, reach 60 ft., one target. Hit: 17 (2d10 + 6) force damage.
Hammer. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of Bayek's choice that is within 120 feet of Bayek and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Bayek's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The Bayek uses one of the following breath weapons.
Ink Breath. Bayek exhales frozen ink in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) colddamage on a failed save, or half as much damage on a successful one.
Blinding ink. Bayek exhales black ink in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or become blinded for 10 minutes. This effect ends for a creature if the creature takes damage.
The Bayek can take 3 legendary actions, 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. Bayek regains spent legendary actions at the start of its turn.
Detect. Bayek makes a Wisdom (Perception) check.
Tail Attack. Bayek makes a tail attack.
Tail Whip (Costs 2 Actions). Bayek whips their tails. Each creature within 10 feet of Bayek must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Bayek can then swim up to half its swimming speed.
Lair and Lair Actions
Bayeks’s bog (Lair)
Lair Actions
On initiative count 20 (losing initiative ties), Bayek takes a lair action to cause one of the following effects:
- A strong current blows around Bayek. Each creature within 60 feet of Bayek must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from Bayek and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
- A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the Bayek can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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