Reptilian Mutant
Huge aberration, chaotic evil
Armor Class: 16 (natural armor)
Hit Points: 187 (15d12 + 90)
Saving Throws: DEX +6, CON +10, WIS +5
Damage Resistances: Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Frightened
Senses: Passive Perception 15
Challenge: 9 (5,000 XP)
Proficiency Bonus: +4
Special Traits
Regeneration. The mutant regains 10 hit points at the start of its turn if it has at least 1 hit point.
Amphibious. It can breathe air and water.
Toxic Flesh. Any creature that hits the mutant with a natural weapon or bite attack takes 5 (1d10) poison damage.
Actions
Multiattack. The mutant makes a set of one of the following combinations: Bite + Claws. Claws + Tongue Double Claws
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage plus 9 (2d8) poison damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Tongue Grapple. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 12 (2d6 + 6) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the mutant cannot use its tongue on another target. As a bonus action on its turn, it can pull the grappled target up to 10 feet closer.
Reactions
Lashing Counter. When a creature misses it with a melee attack, the mutant can make one tongue grapple attack against that creature.
Lore
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