Huge Beast, Neutral Evil
Armor Class 19 (natural armor)
Hit Points 180 (12d12 + 108)
Speed 40 ft., Fly 80 ft.
STR
25 (+7)
DEX
12 (+1)
CON
23 (+6)
INT
7 (-2)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +6, CON +11, WIS +7, CHA +9
Skills Intimidation +5, Perception +12, Stealth +5
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Petrified
Senses Darkvision 120 ft., Passive Perception 22
Languages Common (cannot speak, and knows the languages of its original form)
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the Beast of the Marsh fails a saving throw, it can choose to succeed instead.

Sunlight Sensitivity: While in sunlight, the Beast has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The Beast of the Marsh can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. It can only be done as a legendary action, and only after receiving damage.

Frightful Presence. Each creature of the Beast's choice that is within 120 feet of the Beast and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Beast's Frightful Presence for the next 24 hours.

Legendary Actions

The Beast of the Marsh 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. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Howl of the Wild: Costs 2 legendary actions, and can only be done when below 60 health. The Beast of the Marsh calls for aid from fellow mutant versions of the following creatures, who spawn 90ft away. These will fight to the death to protect the Beast, their master. They take their turn directly after the Beast in the initiative order and flee for their lives once the beast is killed.

Roll a d4 to spawn the following:

  1. A Triceratops
  2. 2 Giant Vultures
  3. 3 Panthers
  4.  4 Diseased Giant Rats

 

Description

The Beast of the Marsh is the result of a forced Lycanthropy mutation on a preexisting lycanthrope. 

The ritual has driven it mad, driven to its basest instincts. It is driven to feed. To hunt.

They cannot return to their usual humanoid form until they are rendered unconscious, in which case they revert to their original form, still unconscious, and needing to be stabilised. Only then is the Beast curse is broken.

Lair and Lair Actions

The Beast of the Marsh makes it's home in dark corners in the marshes on the Isle of Hounds. Within its lair and it's surroundings, the Beast has advantage on Perception, Survival, and Stealthchecks.

Habitat: ForestSwamp

DaveyExMachina

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