Huge Aberration (Demon), Chaotic Evil
Armor Class 18 natural
Hit Points 276 (24d12 + 120)
Speed 30 ft., Swim 50 ft.
STR
23 (+6)
DEX
13 (+1)
CON
20 (+5)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
Saving Throws CON +11, WIS +7
Skills Athletics +12, Perception +7, Stealth +7
Damage Resistances Fire
Damage Immunities Thunder
Condition Immunities Poisoned
Senses Passive Perception 17
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Amphibious. Croaker can breathe air and water.

Cursed Existence. When Croaker, or a creature under its control, reduces a creature to 0 hit point it doesn’t become unconscious. Instead it transforms into a mindless Giant Frog under Croaker’s control. The creature assumes the hit points of its new form, its game statistics, including mental ability scores, are replaced by the statistics of the Giant Frog. A remove curse spell turns the creature back into its original form, where it falls to 0 hit point and starts making death saving throws as normal.

Frog Control. All frogs (giant or not) within 6 miles of Croaker are considered charmed by it.

Actions

Multiattack. Croaker makes three attacks with either its bite or its tongue.

Bite. Melee Weapon Attack: +12 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 Croaker, and takes 10 (3d6) acid damage at the start of each of Croaker's turns.
Croaker's gullet can hold up to two creatures at a time. If Croaker takes 40 damage or more on a single turn from a creature inside it, Croaker must succeed on a DC 22 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 Croaker. If Croaker dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

Tongue. Croaker 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, it takes 10 (1d8 + 6) bludgeoning damage and the target is pulled into an unoccupied space within 5 feet of Croaker, and Croaker can make a bite attack against it as a bonus action.

Violent Croak (Recharge 5-6). Croaker releases a powerful sound wave from deep within him. Each hostile creature within 300 feet of Croaker must succeed a DC 19 Constitution saving throw or take 45 (10d8) thunder damage and be stunned for 1
minute on a failure. On a success a creature takes half that damage and isn’t stunned. A stunned creature can repeat the saving throw at the end of each of its turn, ending the effect on a success. A deaf creature is immune to this effect.

Legendary Actions

Croaker 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. Croaker regains spent legendary actions at the start of its turn.

  • Bite. Croaker makes a bite attack.
  • Devouring Leap (Costs 2 Actions). Croaker uses its powerful legs to jump. Croaker long jumps 40 feet in a direction of its choice without triggering attacks of opportunity. Croaker then makes a tongue attack.
  • Drain (Costs 3 Actions). If Croaker has a Giant Frog under its control within 5 feet of it, it reduces the frog to 0 hit point. Croaker gains the frog's energy and uses it to recharge its Violent Croak and it uses it immediately.

 

Description

When the Defiled Box was opened, 10 plagues were unleashed upon the Realms. Croaker was the second one to exit. This chaotic abomination turns creatures to frogs, using its rampant curse it changes the very being of the Realms into mindless frogs under its Control. This monster doesn't need intellect to cause destruction and death.

Second to escape the Defiled Box, Croaker is one of the rare plagues that isn't focus on causing destruction but rather causing chaos. Once a man, that was losing his wife to
disease, Croaker tried many spells to keep her alive. One succeeded, but changed her in the process. Now turned into a frog, Croaker slowly descended into madness, deciding to rejoin his loved one, he transformed as well. But influence from the 10th Plague turned him into something far more sinister. The rest of his mind and sanity is now long gone.

Croaker is the embodiment of chaos. This monster isn't trying to cause death as much as it is trying to wreck havoc. He sends his army of frogs and giant frogs to plague the
lands. Turning nobles and peasants alike into frogs, which only accelerates the ambient chaos. Finding Croaker's lair is easy, simply follow the frogs. Getting out of there alive or
unchanged is nigh impossible. Once you enter its realm, you are naught but flesh to be turned.

In battle Croaker isn't a clever foe, so it'll try to attack the creature dealing the most damage to it. Turning it into a frog that can do Croaker's bidding. He will at first stun everyone with its Violent Croak, and if they are dangerous foes still standing, Croaker will not hesitate to use its drain ability. Players will have to make sure to defeat the Giant Frogs surrounding Croaker quickly if they want to prevent that from happening. Afterwards Croaker will devour a creature and run away with it if given the chance.

Lair and Lair Actions

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

  • Croaker and all Giant Frogs within 30 feet of him regain 40 hit points as they drain energy from the waters.
  • Each Giant Frog in the Lair can use its reaction to make a Bite attack against a creature within range. On a hit it deals an additional 3d10 thunder damage.
  • A geyser erupts under up to 4 creatures that are hostile to Croaker. They must each succeed a Strength saving trow or take 2d12 bludgeoning damage and be pushed up to 20 feet in an unoccupied space of Croaker's choosing.

    The region containing Croaker’s lair is warped by the abomination’s magic, which creates one or more of the following effects:
  • Small frogs are plaguing the area within 6 miles of Croaker’s lair, getting everywhere.
  • Humanoid that have a disease of any kind, and are within 6 miles of the lair must succeed a DC 9 Constitution saving throw everyday at dawn, or turn into a Giant Frog
    on a failure.
  • A strange strain of disease spreads across the land within 6 miles Croaker's Lair. Each creature that eats food from that area must succeed a DC 8 Constitution saving throw
    upon ingesting it. On a failure, they catch a severe form of dysentery, disease caused by toxins generating by the infesting frogs.

If Croaker dies, these effects fade over the course of 1d4 days.

Monster Tags: Demon

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