Huge Swarm of Large monstrosities, Unaligned
Armor Class 17
Hit Points 250 (30d10 + 100)
Speed 100 ft.
STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws STR +9, DEX +4, CON +8, WIS +8
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Frightened, Grappled, Poisoned, Prone
Senses Passive Perception 18
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Webbed Claws: When the monster is at least neck deep in water, its DEX ability score is increased by 6.

Electromagnet: The monster's feathers and scales are made of a highly conductive metallic-like composition allowing the creature to possess magnetic properties. When a lightning based Legendary Action is used or a creature uses a lightning attack within 30 ft of the creature, the creature gains a stack magnetism. Once the effect is active, it lasts for 1 hour or until the creature dies. The timer is refreshed upon acquiring another stack. (1 Stack)- the monster pulls small objects and debris towards itself. (3 Stacks)- When rolling to hit with any metallic projectile weapon, do so with disadvantage. (5 Stacks)-When rolling to hit with any metallic melee weapon, do so with disadvantage. (7 Stacks)-The electro-magnetic energy is so strong that the polarity is reversed. Any creature with a metal weapon equipped is disarmed, with their weapon flying 20 ft away. Any creature with heavy metal armor must make a STR saving throw, and upon failure become prone. All objects pulled toward the monster prior to this effect are repelled outward at an insane force; any creature within 60 ft of the monster must make DEX saving throw of 16, and upon failure takes 1d20 damage per medium amount of objects attracted to the monster (DM's Digression).

Anthrecapog's Heel: The lightning sack under the neck of the monster has half as much health as itself. The creature takes damage when its lightning sack is damaged. If the health of the sack reaches 0, any creature within 20ft must succeed a DC 18 DEX saving throw or take 1d20 lightning damage. The monster can no longer use electric based attacks, all stacks of magnetism are removed, and any damage done to the sack is doubled.

Actions

Multiattack: The monster can use Paralyzing Aura or Manta Ray. It then makes three attacks: 2 with Claw, and another with Bite or Tongue Grab.

Claw: Melee Weapon Attack: +10 to hit, reach 10 ft, one target. Hit: 12 (3d8+STR modifier) slashing damage

Bite: Melee Weapon Attack: +10 to hit, reach 5 ft, on target. Hit: 16 (4d10+STR modifier) piercing damage

Tongue Grab: The monster shoots and sticks its tongue to a creature, pulling them in to be entangled by its tentacles. If a creature is within 15 ft, the creature is pulled towards the monster and becomes grappled. The creature must make a DC 14 saving throw or remain grappled.

Paralyzing Aura: Each creature within 50ft of the monster must succeed on a DC 16 CON saving throw or become paralyzed for 1 turn. If the creature succeeds on the throw, the creature is immune to Paralyzing Aura for 1 turn.

Manta Ray: (Recharge: Roll 65 or higher on a d100 roll) The monster charges electricity through its tail and . The creature fires a beam of lightning damage in a 50 ft line that is 5 ft wide. Each creature in that line must make a DC 18 DEX saving throw, taking (14d8) lightning damage on a failed save, or half as much on a successful one.

Dive: The monster dives under the water and cannot be hit by direct attacks.

Amphibic Leap: If the monster is currently under water, it can jump up to 80ft out of the water and land on a target. The taget must succeed a DC 18 DEX saving throw or take (3d8+STR modifier)

Reactions

Attack of Opportunity: This reaction is taken using the claw attack.

Tendrils of Opportunity: If a creature is trying to move away from the monster and is within 15 ft, the creature must make DEX saving throw of 16, and upon failure will be pulled in front of the creature.

Swallow: If the creature is hit by Bite while grappled, the creature will be swallowed and land in the stomach of the monster, taking 3d8 acid damage each turn. Any creature from within can make a saving throw of either DEX or STR at the DM's digression to be regurgitated and also stuns the monster for 1 turn. All damage resistances and immunities that the monster has aren't present if done within the stomach. Any damage done to the monster from within the stomach is doubled. If the creature deals at least 40 damage from within, the monster instinctively regurgitates the creature and the monster is stunned for 1 turn.

Legendary Actions

Eco-locate: The monster knows the exact location of any creature at least knee deep in water within 100ft from itself.

Detect: The monster makes a perception check.

Lightning Croak: The Lightning sack beneath the head of the monster expands to its limit causing all creatures within 20 ft to take 3d10 lightning damage. Any creature in water within 50 ft of the monster takes 1d10 lightning damage. Adds 1 stack of magnetism.

Electric Discharge: Any water within 80ft of the monster is enveloped by a constant wave of electricity that lasts for 2 turns. Any creature within this area takes 1d8 lightning damage. Adds 1 stack of magnetism.

Description

The Anthrecapog is a huge chimera type creature with the head of a squid, body and structure of chicken, legs and tongue of a frog, and the tail of a manta ray. The head has a beak and eyes that are draped by black squid tentacles, a large frog's croaking sack beneath the beak, and fin like flaps that reside around the neck like a lion's mane. The body is covered with durable red feathers with a metallic tinge to them. The legs are lined with metallic orange scales contrary to that of a frogs skin, and feet are webbed with claws protruding from them. The tail is black and thin with fin like protrusions that slither like a tadpole. The fins on top of the head and the croaking sack expand and the tentacles whirl around to intimidate creatures. The head and tail are leathery in touch while the feathers are soft and the scales are rough. The sack of the creature conducts electricity that can be unleashed in an aura around it or through its tail. The feathers and scales are metallic in composition allowing them to conduct heat and electricity. The creature can be seen some times as golden due to its ability to turns its scales into an electromagnet to attract metals.

Lair and Lair Actions

The plants within 1 mile have evolved slightly due to the electric energy emanating from the monster and its lair, causing the plants to glow with an intensity based on its permanence and has the potential to conduct electricity. The lair has a 2500 ft radius with a large pool of water where the monster primarily resides and is surrounded by an outer layer of trees. The pool has a 2000 ft radius and is a 1000 ft deep body of water covered with a thick layer of Iridescent Moss which glows a bright emerald. 500 ft from the edge of the pool is densely packed with Iridescent Willows. The water beneath the layer of moss is murky, however if one could see below the dark depths, they would see a large pile of muddy sediment, debris from  wooden wagons and barrels, many carcasses and bones of both creatures and unfortunate victims. Atop the pile of death and debris sits an abundance of rusty gold and metallic trinkets rivaling that of a dragon.

Lair Actions

On initiative count 20 (losing initiative ties), the monster takes a lair action to cause one of the following effects; the monster can’t use the same effect two rounds in a row:

  • The monster can choose 1 tree it can see within 50 of itself and shoots a bolt of electricity from its tail causing the tree to briefly let out an electric shock. Any creature touching the tree must succeed a DC 18 DEX saving throw or take 1d10 lightning damage, fall from the tree, and become prone.
  • The monster lets out a large but non-harmful electric aura for a few seconds. Any Iridescent Tree within 80 ft glows with a blinding emerald light. Any creature facing the direction of these trees with open eyes must succeed a DC 16 WIS saving throw or be blinded for 1 turn
  • The monster uses its webbed claws to create a small whirlpool that carries up debris, bones, and any gold or trinkets at the bottom of its lair. If the monster has at least 1 stack of magnetism, any metallic objects rising from the whirlpool are attached to the creature.
  • The monster charges a massive amount of electricity within itself, heating its feathers and scales to a temperature close to that of magma. A thick mix of fog and smoke appears within 30 ft of the monster for 1 turn.

Regional Effects

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Fog lightly obscures the land within 3 miles of the lair.
  • Land within 2 miles of the lair is flooded with knee deep water.
  • Within 1 mile of the lair, there is a slight glow produced by all plants but especially the algae floating within the swamp, and trees known as the Iridescent Willow, which glow a bright emerald, appear and become thicker and more prevalent towards the lair. The water also has a feint tingle on a creature's tongue if drank.
  • Within half a mile of the lair, any metal touching the water sparks every once in a while.

Habitat: Swamp

TheBlackRift

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