Large Celestial, Any Good Alignment
Armor Class 15 Natural Armor
Hit Points 350 (5d8)
Speed 40 ft., Dirt - 40 Ft. Sand - 30 Ft Mud - 60 Ft. Ice - 20 Ft. , Climb 50 ft., Swim 20 ft., Walk 25 ft.
STR
16 (+3)
DEX
13 (+1)
CON
16 (+3)
INT
14 (+2)
WIS
20 (+5)
CHA
15 (+2)
Skills Animal Handling +18, History +18, Nature +23, Stealth +10
Damage Vulnerabilities Fire, Radiant
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Acid
Condition Immunities Blinded, Charmed, Frightened, Poisoned
Senses Truesight 15 Miles, Passive Perception 9
Languages Abyssal, Celestial, Common, Telepathy Only goes for about 20 miles
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Mimicry. The Beast of the Bog imitates small sounds and words it has heard, in any language. A creature who hears it can make a DC 5 Wisdom (Insight) check to discern the sounds are imitations.

Shielded Mind. The Beast of the Bog is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. 

Multiple Heads. The Beast of the Bog has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious as long as it has more than one of its heads.

Stench. Any creature other than a Beast of the Bog that starts its turn within 10 feet of the Beast of the Bog must succeed on a DC 6 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of any Beast of the Bog for 1 hour.

Bog Water. When the Beast of the Bog comes in contact with a body of water of any depth, it can completely submerge itself. This causes it to avoid all attacks, and is impossible to affect unless the water itself is affected. If the water is drained or evaporated, the Beast of the Bog will be forced out of the water.

Web Walker. The Beast of the Bog ignores movement restrictions caused by webbing.

Spellcasting. The Beast of the Bog is a 8th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 15, +3 to hit with spell attacks). The Beast of the Bog has the following warlock spells prepared:
Cantrips (at will): [Shape Water], [Mold Earth], [Acid Splash], [Poison Spray]
8th level (10 slots): [See Invisibility], [Web], [Hold Person], [Clairvoyance], [Gaseous Form],  [Investiture of Stone], [Antipathy/Sympathy] 

Actions

Multiattack. The Beast of the Bog makes three attacks of the DMs choice.

Slash: +7 to hit, reach 20 ft., 1 target. Hit: 19 (3d8 + 5) slashing damage. 

Acidic Spit: +7 to hit, range 60/120 ft., 3 targets. Hit: 18 (4d10 + 8) acid damage.

Ground Strike: +7 to hit, reach 10 ft., all targets within 10 ft. of the Beast of the Bog. Hit: 19 (2d8 + 7) force damage.

Mud Throw: +3 to hit, range 60 ft., 1 target. Hit : 10 (2d10 + 4) bludgeoning damage.

Reactions

Call of the Bog. The Beast of the Bog will call upon a swarm of insects at the end of the round. Roll a D4 to determine the amount of swarms and a D6 to determine what kind of insect the swarm will consist of from the table:

1

Swarm of Wasps

2

Swarm of Mosquitoes

3

Swarm of Spiders

4

Swarm of Centipedes

5

Swarm of Fire Beetles

6

DMs Choice



 

Legendary Actions

Legendary actions can be used either after the Beast of the Bog is done using regular actions and bonus actions, or after the creature that's turn is before it is done with their turn. It has 10 actions that it can use per battle and can only use one action per round.

Paralyzing Touch (Costs 2 Actions). The Beast of the Bog uses its Paralyzing Touch: Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success..

Heal Self (Costs 3 Actions) The Beast of the Bog harnesses the support of all mythical beings residing within the bog and regains 11 (2d8 + 2) hit points. 

Screech (Costs 3 Actions) The Beast of the Bog releases a screech in a 60-foot cone. Each target in the area must succeed on a DC 16 Intelligence saving throw or receive one level of exhaustion.

Blinding Water (1 Action) The Beast of the Bog creates a 15 ft. wave at a target or group of targets. The target(s) must roll a constitution saving throw or be blinded for 1 turn.

Description

The Beast of the Bog is a being born from the suffering of life residing within the material planes. It serves the deities of life, and thrives off both the life which it creates and grows and the life that existed prior to its birth.

It is often described as a large, quadrupedal creature. Its body is made up of vines, mud, stones, and various other materials. It wears a mask composed of hard, sturdy wood with two large eye holes. Its eyes glow a flaming deep orange, and most often speaks telepathically.

 

Lair and Lair Actions

Despite its name, the Beast of the Bog makes its lair in marshy forests. It burrows deep underground, beneath bodies of water, where it creates an intricate maze of halls meant to confuse ne'er do wells. The Beast of the Bog will commonly use knowledge it learnt from its celestial brothers and sisters when creating its domain, from the design to the traps and symbols it uses to identify what part of the den is where and what its for. While creating its lair, the forest directly above will begin to change: The plant life will be much more diverse and often much more sentient. Awakened Shrubs, Myconids, and Treants are generally the more friendlier sentient plant species that appear while the Beast of the Bog is present. However, there will be times when the Beast of the Bog feels the need to protect its domain, and will begin to use its aura to summon more violent and protective creatures. Wood Woads, Shambling Mounds, and Blights are the most common. Any body of water nearby and directly under the Beast of the Bogs becomes significantly cleaner, and illness bearing organisms of any kind will be significantly weaker. Exhausted creatures will fall asleep and enter a shared dream plane when they enter the Beast of the Bogs lair. This dream was created by the Beast of the Bog, usually showing a beautiful paradise that was once the marshy forest it created its lair in. However, if the DM decides, the dream plane can be of something else of their liking. The Beast of the Bogs lair almost always has small bodies of water scattered throughout, and one may have water elementals of any kind inhabiting the location where the body is located.

Lair Actions

On initiative count 20 (losing initiative ties), the Beast of the Bog takes a lair action to cause one of the following effects; the Beast of the Bog can’t use the same effect two rounds in a row:

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the creature can see within 120 feet of it. That area becomes difficult terrain, and each target there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A target can be freed if it or another target takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the creature uses this lair action again or when the creature dies.
  • Magical fog billows around one target the creature can see within 120 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be charmed by the creature until initiative count 20 on the next round.

Regional Effects

The region containing a legendary Beast of the Bogs’s lair is much more densely forested and filled with many varieties of small woodland creatures, which creates one or more of the following effects:

  • Rodents and birds within 15 miles of the lair serve as the creature’s eyes and ears.
  • Within 5 miles of its lair, the creature leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the creature’s path.

If the Beast of the Bog dies, these effects fade over the course of 9d20 days.

Habitat: Swamp

Rehombu

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