Huge Beast, Chaotic Neutral
Armor Class 19
Hit Points 350 (30d12 + 150)
Speed 30 ft., Swim 50 ft.
STR
26 (+8)
DEX
16 (+3)
CON
21 (+5)
INT
16 (+3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +13, DEX +8, CON +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Grappled, Paralyzed, Prone, Restrained
Senses Darkvision 60 ft, Tremorsense 60 ft, Passive Perception 18
Languages Common Chompy can understand common but cannot speak
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious: Chompy can breathe air and water.

Legendary Resistance (3/Day): If Chompy fails a saving throw, it can choose to succeed instead.

Hold Breath: Chompy can hold its breath for up to 1 hour.

Tough Hide: Chompy’s thick, scaly hide grants it resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Death Roll: When Chompy successfully grapples a creature, it can use its reaction to roll, dealing an additional 18 (4d8) slashing damage as it thrashes its prey.

Actions

Multiattack: Chompy makes two attacks: one with its bite and one with its tail.

Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 7) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and Chompy cannot bite another target.

Tail Slam: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 7) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.

Swallow: Chompy makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, has total cover against attacks and other effects outside Chompy, and takes 18 (5d6) acid damage at the start of each of Chompy's turns. If Chompy takes 25 damage or more on a single turn from a creature inside it, Chompy must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of Chompy. If Chompy dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Bonus Actions

Death Roll: If Chompy has a creature grappled, it can use its bonus action to perform a death roll. The grappled creature must succeed on a DC 18 Strength saving throw or take 21 (3d10 + 7) bludgeoning damage and become restrained. On a success, the creature takes half damage and is not restrained. The grapple ends if Chompy uses this bonus action on another target or releases the creature.

Legendary Actions

 Thrash and Bite (1 Action): Chompy makes a bite attack against a creature it has grappled with. Chompy automatically deals an additional 2d6 piercing damage as it thrashes its prey violently.

Swamp Ambush (2 Actions): Chompy dives into the water or mud (if available) and reappears in an unoccupied space within 30 feet. This movement doesn’t provoke opportunity attacks. When it emerges, it causes a surge of water or mud, forcing all creatures within 10 feet to make a DC 16 Strength saving throw or be knocked prone.

Bone-Crushing Roar (3 Actions): Chompy unleashes a terrifying, guttural roar that shakes the ground and water around it. All creatures within 30 feet of Chompy must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, a creature's speed is halved. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

 

Description

Chompy, the colossal sewer crocodile, is a legendary beast lurking in the labyrinthine tunnels beneath cities. This massive predator, both feared and infamous, haunts the sewers with a single-minded hunger for unsuspecting prey. Despite its enormous size, Chompy prefers to spend most of its time lazily drifting through the murky waters or basking on the slimy stone ledges, conserving energy until its next meal ventures too close.

Chompy’s chaotic and unpredictable nature makes it a genuine menace. It cares little for anything beyond eating, attacking with swift, brutal precision when the opportunity arises. Those unlucky enough to encounter Chompy might find themselves dragged into the depths before they even recognize the danger. However, Chompy is not just a mindless beast; it has a personality of its own, capable of holding grudges against those who manage to escape its jaws or harm it. Such individuals are likely to find Chompy stalking them, biding its time for revenge.

Surprisingly, Chompy can also form strange attachments. Those who show it kindness—or perhaps offer food—might find themselves spared from its ferocity. In rare instances, Chompy has even been known to develop a liking for certain individuals, allowing them to traverse its territory unharmed, so long as they continue to offer tribute or acknowledge its presence. For these select few, Chompy becomes less of a threat and more of a guardian, albeit a dangerous and unpredictable one.

Lair and Lair Actions

 Rising Waters: The water level rises, making the terrain within 120 feet of Chompy difficult terrain for 1 minute.

Muddy Mire: Chompy causes the ground in a 30-foot radius to become soft and treacherous. Creatures must succeed on a DC 17 Dexterity saving throw or become restrained by the mud. A creature can use its action to make a DC 17 Strength saving throw to free itself.

Ambush of the Waters: Chompy causes nearby water creatures (e.g., crocodiles or other aquatic predators) to appear, harassing enemies for 1 minute. Each creature within 60 feet of Chompy must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) piercing damage from the snapping jaws of summoned creatures.

 

The_Exile16

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