Mudmutt

Large Monstrosity, unaligned

Armor Class 15

Hit Points 105 (14d10+28)

Speed swim +20, walk +30

Challenge 5

STR
19
+4
DEX
20
+5
CON
15
+2
INT
3
-4
WIS
12
+1
CHA
2
-4

Saving Throws str +7

Skills perception +1

Damage Resistances thunder

Senses darkvision 60', passive Perception 14

Languages

Special Abilities

Amphibious. Can breathe air and water.

Hop By. Doesn't provoke opportunity attacks when it jumps out of an enemy's reach.

Pack Tactics. Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target.

Standing Leap. Its long jump is up to 20' and its high jump is up to 10 ft. with or with o a running start.

Swamp Camouflage. Has advantage on Dex (Stealth) checks made to hide in swampy terrain.

Actions

Multiattack. One Bite attack and one Kick attack. It can replace one Bite attack with one Sticky Tongue attack.

Bite. Melee Weapon Attack: +8 to hit, 5 ft., one creature,. 16 (2d10+5) piercing damage.

Kick. Melee Weapon Attack: +8 to hit, 5 ft., one creature,. 14 (2d8+5) bludgeoning damage.

Sticky Tongue. Melee Weapon Attack: +8 to hit, 20 ft., one creature,. 12 (2d6+5) bludgeoning damage and the target: DC 15 Str save or pulled up to 15 ft. to mudmutt.

Sonic Croak (Recharge 5-6). Unleashes an earpiercing croak in a 30' cone. Each creature in that area: 18 (4d8) thunder and is stunned until the end of its next turn (DC 15 Con half damage and isn't stunned). Creatures submerged in water have disadvantage on the save and take 27 (6d8) thunder instead of 18 (4d8).

Source: Tome of Beasts 3 · OGL/Open