Medium Humanoid, Neutral Evil
Armor Class 13
Hit Points 25 (4d8)
Speed
STR
13 (+1)
DEX
11 (+0)
CON
14 (+2)
INT
7 (-2)
WIS
11 (+0)
CHA
7 (-2)
Gear Crude Hook
Senses Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Amphibious. The croake can breath air and water.

Natural Swamp Camouflage. The croak has a natural hiding ability in swampy terrain. Its stealth rolls are made with a plus 5 bonus. 1d20 plus 5. A creature must succeed on a DC 13 Wisdom Perception check to spot it. 

Actions

Sharp Hook. Melee Weapon Attack. Range. 5ft, 1 creature. Plus 3 to hit. Damage. 1d12 piercing damage.

Tongue, Catch Bash. Melee Weapon Attack. Once per turn, two per group. Range 20ft, one creature. Plus 3 to hit. Damage 1d12 plus 2 bludgeoning damage, the target is grappled, escape DC Dexterity 11, and pulled within 5 ft of the croak. Until this grapple ends, the croak can't use its catching bash on another target.

Bonus Actions

Legs, Attacking Jump Ability, once per turn, two per group. Range. Self. Effect. The croak jumps 15ft to another unoccupied space. This movement uses it's turn speed. It's next melee attack this turn deals an extra 1d6 weapon damage.

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

Mythic Action Name. 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

Small froglike humanoids that dwell in swamps. They wield sharp, metal spears. They have slimy skin and can jump high. Medium size. 

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.

Sindul

Comments

Posts Quoted:
Reply
Clear All Quotes