Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Hungry. The Cave Frog has advantage on any Bite attacks made against a creature it is currently grappling. It also has a 15ft reach on it's bite due to its long tongue trying to snatch things into its mouth from scum ponds.
Multiattack.
Reaching Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d8 + 4) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 9 (4d4) acid damage at the start of each of the frog's turns. The frog can have only one target of Medium size or two targets of Small or smaller sized swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Bellowing Croak. (Recharges on 5-6) The Matron lets out an ear-shattering croak that can be heard up to 200ft away. Each creature that is not a Beast within 30ft of the Matron must make a DC13 CON save or take 2d6 Thunder damage and be unable to take reactions until the start of their next turns. On a success, the creature takes half damage and can take reactions normally. This also summons nearby Cave Frogs to help defend her.
The Cave Frog Matron cannot use this croak if it is currently grappling a creature using its bite attack.
Poison Skin. (1/Day) As a reaction to being hit with a melee attack, the Giant Cave Frog can express a foul-smelling poisonous liquid from the pores on its skin in all directions. Each creature within 10ft of the Cave Frog must make a DC13 Dexterity saving throw or take 3d6 Poison Damage and become Poisoned until they take a short or long rest. Upon success, they take half as much poison damage and are not poisoned.
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