

The Dracobeelzebufo is the undead version of the huge dinosaur-eating froghemoth species found in Chult named Beelzebufo. It is a form of dracolich because the Beelzebufo is believed to be tied to a draconic bloodline, specifically a blue dragon bloodline. Creating this strange dracolich requires the magical tome called THE TOME OF THIAM which contains the spells and rituals needed to create the undead horror.
Huge undead, neutral evil
Armor Class 21 (natural)
Hit Points 225 (18d12+108)
Speed 40 ft.
Standing Leap (Movement) : The monster’s long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
Phasing (Movement) The creature can move through solid obstacles (walls, terrain) as long as its movement can end in an unoccupied space.
STR |
DEX |
CON |
INT |
WIS |
CHA |
25 (+7) |
10 (0) |
23 (+6) |
16 (+3) |
15 (+2) |
19 (+4) |
Saving Throws Dex +5, Con +11, Wis +7, Cha +9
Skills Perception +12, Stealth +5
Damage Resistances necrotic
Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft.
Languages Common
Challenge 17 (18,000 XP)
Legendary Resistance (3/Day). If the monster fails a saving throw, it can choose to succeed instead.
Magic Resistance. The monster has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The monster can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Jagged Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Swallow Whole. On a successful Jagged Bite Action, the victim must succeed at a DC 15 or be swallowed. The victim tumbled down through the creature’s boney throat into its ribcage. The rib cage bones are sharp and jagged, doing 2d6+2 damage on the first round. Every round afterwards when the victim moves within the ribcage, the sharp bones inflict another 2d4 damage as they tear and rend flesh. The swallowed victim is Grappled (escape DC 13). Until this grapple ends, the target is Restrained, and the toad can’t bite another target. Succeeding a the DC 13 Grapple allows the victim to slip out of the ribcage gaps, escaping the boney prison.
Flipper Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) damage.
Frightful Presence. Each creature of the monster’s choice that is within 120 feet of the monster and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the monster’s Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5-6). The monster exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The monster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The adult blue dracolich regains spent legendary actions at the start of its turn.
Detect. The monster makes a Wisdom (Perception) check. This allows it to determine which enemy has the lowest AC.
Grappling Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is Grappled (escape DC 13). Until this grapple ends, the target is Restrained, and the toad can’t bite another target.
Fetid Cloud: A 10-foot radius of disgusting green gas extends out from the creature. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be Poisoned until the start of its next turn. While Poisoned in this way, the target can take either an action or a Bonus Action on its turn, not both, and can’t take reactions.

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