Poisonous Body. A creature that touches Baal or hits it with a melee attack while within 5 feet of it takes 14 (4d6) poison damage.
Amphibious. Baal can breathe air and water.
Legendary Resistance (3/Day). If Baal fails a saving throw, it can choose to succeed instead.
Siege Monster. Baal deals double damage to objects and structures.
Multiattack. Baal can make two Horn attacks or one Tongue Lash attack.
Horn. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage.
Tongue Lash. Ranged Weapon Attack: +15 to hit, range 120 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage, and if the target is a Large or smaller creature, it is grappled (escape DC 23). Until this grapple ends, the target is restrained, and Baal can't use its Tongue Lash on another creature.
Swallow Whole. Baal can use this action on a Large or smaller creature grappled by its Tongue Lash. The creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, has total cover against attacks and other effects outside of Baal, and takes 28 (8d6) acid damage at the start of each of Baal's turns. If Baal takes 40 damage or more on a single turn from a swallowed creature, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Baal. If Baal dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Ram. Baal moves at least 20 feet in a straight line toward a creature and then hits it with a Horn attack. If it used its Tongue Grapple bonus action to launch itself, the Horn attack's damage dice increase by 1d12 for every 10 feet it traveled, to a maximum of 12d12. The target must succeed on a DC 23 Strength saving throw or be knocked prone.
Tongue Grapple. Baal launches its tongue at a point or creature within 120 feet. It can then use its movement to pull itself to that location, moving at its full speed in a straight line. If it moves at least 20 feet this way, it can use its action to make a Ram attack.
Baal 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. Baal regains spent legendary actions at the start of its turn.
Horn. Baal makes one Horn attack. Move. Baal moves up to its speed. Call Minions (Costs 2 Actions). Baal roars, and up to two Bullfrogs appear in unoccupied spaces within 60 feet of it. The Bullfrogs act on their own initiative count.
Description
Baal and the Bullfrogs
Tales of monstrous, horned amphibians are dismissed as drunken ramblings by most civilized folk. Yet, in the deepest, most primordial swamps of the world, a primal fear has a name: Baal. More of a title than a proper name, it is a dread whispered by hunters and bog-dwellers for the massive, venomous bullfrogs that rule their festering domains.
The Bullfrogs are not ordinary creatures. They are a product of a magical confluence, born from swamps infused with corrupted life energy. They resemble massive bullfrogs, but with a cruel twist of nature: massive, razor-sharp horns like those of a minotaur erupt from their heads. A visible, shimmering layer of potent poison coats their bodies, a defensive sheen that also serves to warn away lesser predators.
These creatures are incredibly aggressive and territorial, viewing any living thing that enters their domain as a threat or, worse, as prey. The smaller, medium-sized bullfrogs operate in a loose, predatory pack. They are master hunters in the dense, tangled jungle, using their unique tongues to swing through the canopies like grotesque acrobats. They will often stalk their prey for hours, using their incredible mobility to get into a prime position before lashing out with a sudden ramming attack that can shatter bones and send victims flying.
The largest and oldest of these creatures is an alpha, given the legendary title of Baal. A true monarch of the mire, Baal is a creature of immense size and raw, destructive power. Its very presence is enough to terrify most animals, and it is a legend whispered in hushed tones around campfires. Unlike its smaller counterparts, Baal does not engage in a coordinated hunt. It simply waits, a massive, unmoving titan of muscle and poison, for prey to wander into its reach. When it strikes, it uses its powerful tongue not just to pull creatures toward it, but to swallow them whole, crushing and digesting them in its acidic gullet before launching them as a terrifying projectile.
Baal and its Bullfrogs are not evil in the traditional sense; they are beasts of pure instinct and hunger. They protect their territory with a savage ferocity born of their cursed origin. Any adventurer seeking to cross their lands or hunt the rare flora and fauna found there does so at great peril, risking not just a fatal horn strike but the agonizing, creeping death of their deadly venom.
Lair and Lair Actions
Bullfrog
Medium beast, unaligned
Armor Class 16 (Natural Armor) Hit Points 105 (14d8 + 42) Speed 30 ft., climb 30 ft.
Saving Throws Dex +7, Con +7 Damage Immunities Poison Condition Immunities Poisoned Senses Blindsight 30 ft., Passive Perception 11 Challenge 10 (5,900 XP) Proficiency Bonus +4
Poisonous Body. A creature that touches the Bullfrog or hits it with a melee attack while within 5 feet of it takes 7 (2d6) poison damage.
Amphibious. The Bullfrog can breathe air and water.
Actions
Multiattack. The Bullfrog can make two attacks, one with its Horn and one with its Tongue Lash.
Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Tongue Lash. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Bullfrog can't use its Tongue Lash on another creature.
Ram. The Bullfrog moves at least 20 feet in a straight line toward a creature and then hits it with a Horn attack. If it used its Tongue Grapple bonus action to launch itself, the Horn attack's damage dice increase by 1d8 for every 10 feet it traveled, to a maximum of 6d8. The target must succeed on a DC 16 Strength saving throw or be knocked prone.
Bonus Actions
Tongue Grapple. The Bullfrog launches its tongue at a point or creature within 60 feet. It can then use its movement to pull itself to that location, moving at its full speed in a straight line. If it moves at least 20 feet this way, it can use its action to make a Ram attack.
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