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]
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.
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