Medium Or Small Beast, Unaligned
Armor Class 14 natural armor
Hit Points 15 (2d6)
Speed 40 ft., Walk 30 ft.
STR
11 (+0)
DEX
8 (-1)
CON
9 (-1)
INT
5 (-3)
WIS
5 (-3)
CHA
5 (-3)
Senses Passive Perception 6
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Illumination. The creature sheds bright light in a 10-foot radius and dim light for an additional 10 feet

Deadly Leap. If the creature jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 14 Strength or Dexterity saving throw (target's choice) or be knocked prone and take (1d6 + STRmod) bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the creature's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the creature's space.

Underwater Camouflage. The creature has advantage on Dexterity (Stealth) checks made while underwater.

Amphibious. The creature can breathe air and water.

Actions

Bite: 1d6 piercing damage + 1d4 lightning damage

Lightning Breath (Recharge 5–6). The creature exhales lightning in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking (1d10) lightning damage on a failed save, or half as much damage on a successful one.

Lightning Tail. The creature generates electricity in its tail, which can strike a target the creature can see within 120 feet of it. A target must make a DC 16 Dexterity saving throw, taking (2d6) lightning damage on a failed save, or half as much damage on a successful one.

Unladen_DND

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