b'Amphibolt \n'b'  Large   monstrosity ,  unaligned  \n'b'  Armor Class  15 (natural armor)  Hit Points  85 (9d10 + 36)  Speed  30 ft., swim 60 ft.\n'b' STATS STR: 16 (+3) DEX:  18 (+4)  CON:  18 (+4)  INT:  3 (\xe2\x80\x934)  WIS:  9 (\xe2\x80\x931)  CHA:  5 (\xe2\x80\x933)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +7,  Con  +7  Skills   Perception  +2,  Stealth  +7  Damage Resistances  fire  Damage Immunities  lightning  Senses   darkvision  60 ft., passive  Perception  12  Languages  \xe2\x80\x94  Challenge  5 (1,800 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The amphibolt can breathe air and water. \n'b'  False Appearance . While the amphibolt is motionless, it is indistinguishable from a large rock formation. \n'b'  Lightning Leap . The amphibolt\xe2\x80\x99s long jump is 30 feet with or without a running start. Creatures in the amphibolt\xe2\x80\x99s path must make a DC 15  Dexterity  saving throw. On a failure, a creature takes 7 (2d6) bludgeoning damage and 7 (2d6) lightning damage and is knocked  prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked  prone . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The amphibolt makes two Bite attacks, or it makes one Electric Tongue  attack  and uses Swallow. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one creature.  Hit : 11 (2d6 + 4) piercing damage plus 7 (2d6) lightning damage. \n'b'  Electric Tongue .  Melee Weapon Attack : +7 to hit, reach 20 ft., one target.  Hit : 9 (2d4 + 4) bludgeoning damage plus 7 (2d6) lightning damage, and the target is  grappled  (escape DC 15). Until the grapple ends, the target is  restrained , and the amphibolt can\xe2\x80\x99t make an Electric Tongue  attack  against another target. \n'b'  Swallow . The amphibolt makes one Bite  attack  against a Medium or smaller target it is grappling. If the  attack  hits, the target is swallowed, and the grapple ends. The swallowed target is  blinded  and  restrained , it has total  cover  against attacks and other effects outside the ambphibolt, and it takes 10 (3d6) lightning damage at the start of each of the amphibolt\xe2\x80\x99s turns. The amphibolt can have only one target swallowed at a time. If the amphibolt takes 15 damage or more on a single turn from the swallowed creature, the amphibolt must succeed on a DC 14  Constitution  saving throw at the end of that turn or regurgitate the creature, which falls  prone  in a space within 5 feet of the amphibolt. If the amphibolt dies, a swallowed creature is no longer  restrained  by it and can escape from the corpse using 5 feet of movement, exiting  prone . \n'b'\n'b' ABOUT \n'b' This large, frog-like amphibian has a rocky hide with rows of quartz-like crystals along its length. Green lightning crackles across its exterior as it prepares to jump. \n'b' Amphibolts gained their name from their appearance, their lightning?infused jumps, and quick tongues. \n'b'  Arcane Origins . Amphibolts are commonly found in swamps befouled by magical runoff, tainted by planar energies, blasted with magic, or used as dumping sites for failed arcane experiments. These magical energies permeate the region\xe2\x80\x99s waterways, transforming ordinary frogs into dangerous predators. This transformation turns the frog\xe2\x80\x99s skin into dark gray amphibole with green quartz crystals growing out of it. Two prominent ridges of crystals grow from their backs, enhancing their stormy-green electric bolts. \n'b'  Kept by Hags . Amphibolts prey upon whatever fits in their mouths, but they do not attack hags. Inexplicably, they treat all hags with deference that borders on adoration. Hags often keep the magical monstrosities as guardians or mounts. Amphibolts are an excellent way to travel in swampy environments. \n'b' Additionally, the amphibolt\xe2\x80\x99s omnivorous diet means they can feed on most things in the swamp or anything that wanders its way in, such as hapless adventurers.'