Huge Beast, Neutral
Armor Class 17 Natural
Hit Points 120 (20d12)
Speed 40 ft., Fly 5 ft. Before flying Croaky can jump 30ft and remain in the air for as long he wants
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
18 (+4)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws CON +8
Skills Nature +0
Damage Resistances Fire
Damage Immunities Acid
Condition Immunities Poisoned
Senses Darkvision 60 ft, Tremorsense 60 ft when on the ground, Passive Perception 15
Languages Telepathy 120 ft Frog
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Healing Waters. If Croaky is fully submerged under water at the start of his turn, he heals 2d12 hitpoints.

Spellcasting. Croaky is a 4th-level spellcaster. Its spellcasting ability is [Intelligence] (spell save DC 17, +9 to hit with spell attacks). Croaky has following druid spells prepared:
Cantrips (at will): [Poison Spray], [spell name] 
1st level (4 slots): [Fog Cloud], [Entangle],[Charm Person]
2nd level (3slots): [Gust of Wind], [Hold Person], [Moonbeam]
3rd level (2 slots): [Sleet Storm], [Conjure Animals] (Only frogs, giant frogs or giant toads)
4th level (1 slots): [Blight]

Actions

Multiattack Croaky makes 3 attacks: He casts 1 spell andcan then choose between Lick and spit attacks.

Bonus action: When croaky is in the air, he can make a slam attack as a bonus action.

Lick. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 14 (3d8 + 4) [Bludgeoning] damage. 

Spit. RangedWeapon Attack: +8 to hit, range 10/120 ft., 1 target. Hit: 10 (3d6 + 2) [Acid] damage.

Slam. Melee Weapon Attack. Every creature and humanoid within a 10 feet radius of the slam attack must make a dexterity saving throw (17). On a failed save they take 2d4 Bludgeoning damage and knocked prone. On a succesfull save they take no damage and or not knocked prone. Either way they are pushed 10 feet away.

Description

Croaky is a giant frog, mutated by chemicals in the water where he lives. Somehow due to these chemicals tiny wings grew out of his back. His wings are impracticle for travel but strong enough to keep him in the air. 

Croaky doesn't normally fight with others, but will do so if someone or something enters his territory. 

Lair and Lair Actions

Croaky lives mostly underwater in a flooded canyon. In this canyon some frogpeople build a city, disrupting the piece of Croaky.

Lair Actions

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

 

  • Heavy Rain: when combat starts, Croaky summons a storm and rain begins to poor down. This rain won’t stop for 1d4 hours. Croaky can only use this ability when it’s not raining. The walkways of the village of the frogpeople will be level with the water after 5 turns and completely flooded after 7
  • Drowning Lick: Croaky makes a tongue attack against a target. The target makes a strength saving throw of 17 or is thrown to the bottom of the lake.
  • Stinky waters: Croaky releases a poison cloud making the water turn a shade of dark green. Creatures and humanoids in this water must make a constitution saving throw of 17 or become poisoned untill out of the water.
  • Poison Wings: Croaky can use it’s action to cast Ray of Sickness as a 3th level spell.
  • Growth of the Cove: Croaky can create a 10ft radius lilypad on wich creatures and humanoids with size huge or smaller can stand on. Croaky can later on use it’s bonus action to eat a lilypad and restore 2d12 health.

 

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.

Habitat: SwampUnderwater

dxray

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