Amphibious. Cafard can breathe air and water.
Regeneration. Cafard regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of its next turn. Cafard dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Magic Resistance. Cafard has advantage on saving throws against spells and other magical effects.
Stench of the Sewers. Any creature that starts its turn within 30 feet of Cafard must succeed on a DC 18 Constitution saving throw or be poisoned until the start of its next turn. A creature that succeeds on the saving throw is immune to the Stench of the Sewers for 24 hours.
Multiattack. Cafard makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 5) slashing damage.
Noxious Breath (Recharge 5-6). Cafard exhales a cloud of toxic gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 55 (10d10) poison damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are also poisoned for 1 minute. While poisoned in this way, a creature is incapacitated. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cafard 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. Cafard regains spent legendary actions at the start of its turn.
Attack. Cafard makes one claw attack.
Move. Cafard moves up to its speed without provoking opportunity attacks.
Swamp's Grasp (Costs 2 Actions). Cafard causes the ground within 30 feet of it to become sticky and swamp-like. Each creature other than Cafard must succeed on a DC 18 Strength saving throw or have its speed reduced to 0 until the start of Cafard’s next turn.
Lair and Lair Actions
When fighting inside its lair, Cafard can invoke the ambient environment to take lair actions. On initiative count 20 (losing initiative ties), Cafard takes a lair action to cause one of the following effects:
Sewer Eruption: A geyser of foul water erupts from a point Cafard can see within 120 feet of it. Each creature within 10 feet of the geyser must make a DC 18 Dexterity saving throw, taking 21 (6d6) acid damage and being knocked prone on a failed save, or taking half as much damage and not being knocked prone on a successful one.
Vile Mist: Cafard causes a noxious mist to seep through the area. Until initiative count 20 on the next round, the area within 60 feet of Cafard is heavily obscured and difficult terrain for creatures other than Cafard. Any creature that starts its turn in the mist must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn.
Call of the Swarm: Cafard summons a swarm of sewer rats or insects. The swarm appears in an unoccupied space within 60 feet of Cafard and acts immediately after Cafard on the same initiative count. The swarm disperses after 1 minute, or when Cafard uses this lair action again.
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