Waterkledde
Large Fiend, chaotic evil
Armor Class 14 (natural armor)
Hit Points 123 (13d10+52)
Speed fly +40, swim +40, walk +40
Challenge 5
Saving Throws cha +5
Skills perception +1
Damage Resistances cold; nonmagic B/P/S attacks
Senses darkvision 60', passive Perception 11
Languages Common
Special Abilities
Hold Breath. Can hold its breath for 15 min.
Actions
Multiattack. One Bite and two Claws. If it hits one Med or smaller creature with both Claws the waterkledde latches onto creature with its Beak and target is grappled (escape DC 15). Until this grapple ends target is restrained waterkledde can automatically hit target with its Beak and waterkledde can't make Beak attacks vs. other targets.
Beak. Melee Weapon Attack: +7 to hit, 5 ft., one target, 13 (2d8+4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) slashing damage.
Frightening Call (Recharge 5-6). Screeches “Kludde! Kledde! Kleure!” in a 30' cone. Each creature in that area: 22 (5d8) psychic and frightened 1 min (DC 15 Wis half damage not frightened). Frightened creature can re-save at end of each of its turns success ends effect on itself.
Bonus Actions
Change Shape. Magically transforms into a Small or Med Beast or back into its true fiendish form. Without wings it loses its flying speed. Its statistics other than its size and speed are the same in each form. No matter the form its eyes are always an unnatural green. Any equipment it is wearing or carrying isn't transformed. Reverts on death.
Supernatural Speed. Takes Dash or Disengage.
Source: Tome of Beasts 3 · OGL/Open