Hold Breath. Chomp can hold its breath for 1 hour or 6 rounds.
Water Shield. Chomp summons a protective barrier of swirling water around itself and its allies within 5 ft, reducing 5 points of damage for 2 turns and providing resistence to fire and ranged attacks.
Terrifying Roar. Chomp lets out a mighty roar that can momentarily stun nearby foes, giving allies an opportunity to strike. All enemies within 10ft must succeed on a DC 10 Constitution saving throw or be stunned for 2 rounds.
Swamp's Embrace. Chomp’s presence in water is unmatched, enhancing its combat abilities and healing rate. While in the water, Chomp must succeed a DC 5 in order to gain 3 health points at the start of each round and +5 to all damage rolls.
Multiattack. Chomp makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and Chomp can't bite another target.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target not grappled by Chomp. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Death Roll. Melee Weapon Attack: +10 to hit, reach 5ft., one target that is grappled by Chomp. Hit: 30 (4d10 + 5) piercing and slashing damage.
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