Large Monstrosity, Unaligned
Armor Class 15 natural armor
Hit Points 120 (16d10 + 32)
Speed 60 ft., Walk 40 ft., Swim 60 ft.
STR
16 (+3)
DEX
17 (+3)
CON
14 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws DEX +6, WIS +4
Skills Acrobatics +6, Insight +4, Perception +4
Senses Blindsight 30, Passive Perception 14
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Amphibious. The amphithere can breathe air and water. 

Fleet of Fin. The amphithere can take the Dash or Disengage action as a bonus action.

Actions

Multiattack. The amphithere makes two attacks, one with
its bite and one with its tail.


Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw or become poisoned for 1 hour.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Poison Breath (Recharge 5–6). The amphithere exhales a blast of stinging venom in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as
much damage on a successful one. A creature reduced to 0 hit points by this attack remains stable but is poisoned for 1 hour, even after regaining hit points. If a creature has total cover from the amphithere, it is not affected by the
breath attack.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The amphithere is a large aquatic serpent with a spiny tail fin and two large pectoral fins which it can flap to achieve powered flight. Its mouth contains venom-filled fangs as well as a forked tongue which it can use to sense its prey. Though it primarily resides in the sea feeding on schools of fish, it uses its fins to fly over coastal land to hunt whatever it can catch when fish are scarce.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Djotaku93260

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