Amphibious. The froghemoth can breathe air and water.
Shock Susceptibility. If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can’t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.
Multiattack. The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite.
Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns.
The froghemoth’s gullet can hold up to two creatures at a time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Blighted tongue. The froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action. When a character is hit by the blighted tongue, A burrowing worm latches onto the target’s skin unless the target succeeded on their Strength saving throw. The burrowing worm burrows under the target’s skin at the end of the target’s next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 2d6 necrotic damage per worm infesting target (max 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.
The burrowing worm is a tiny undead with AC 6, 1 hit point a 2 (-4) in every ability score, and a speed of 1 foot. While on the targets skin, the burrowing worm can be killed by normal means od scraped off using an action.
Legendary Resistance (3/Day). If the Blighted Froghemoth fails a saving throw, it can choose to succeed instead.
The Blighted Froghemoth 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. The Blighted Froghemoth regains spent legendary actions at the start of its turn.
1 Action: The creature makes one attack or uses one of its other actions. Or The creature makes a Wisdom (Perception) check.
2 Actions: The Blighted Froghemoth uses its Poison Tentacle touch: Melee Attack: +10 to hit, reach 20 ft., one creature. Hit: 10 (3d6) Acid damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned 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.
3 Actions: Breath weapon: Toxic Belch (Recharge 5–6). The Blighted Frohemoth exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one.
Description
The blighted Froghemoth was trapped by the soul drinker coven when the creature wandered into the fey wild. The 3 powerful hags infected the creature to spread a blight across the feywild. The hags infected the froghemoth with strange necrotic burrowing worms capable of turning its victims into spawns of kyuss. The creature can be cured which it would lose its blighted features.
Lair and Lair Actions
The blighted Froghemoth has 3 lair actions
- Pools of water within 60 feet of the creature surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The creature can’t use this lair action again until it has used a different one.
- Grasping roots and vines erupt in a 10-foot radius centered on a point on the ground that the creature can see within 100 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.
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the Blighted Froghemoth chooses within 120 feet of it. The cloud spreads around corners and remains until the Blighted Froghemoth dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 6 (2d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 6 (2d6) piercing damage.
Environemental effects:
The region containing a legendary Blighted Froghemoth lair is warped by the Blighted Froghemoth corruption, which creates one or more of the following effects:
* The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
*Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the Blighted Froghemoth that drink such water regurgitate it within minutes.
*Fog lightly obscures the land within 6 miles of the lair.
*If the Blighted Froghemoth dies, vegetation remains as it has grown, but other effects fade over 1d10 days.
Previous Versions
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