b'Croaker Chieftain \n'b'  Family:   Croaker  \n'b'  Medium   monstrosity  (aquatic),  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  39 (6d8 +12)  Speed  30 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX:  16 (+3)  CON:  14 (+2)  INT:  12 (+1)  WIS:  12 (+1)  CHA:  13 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Stealth  (+5)  Senses  darkvision 60 ft., passive  Perception  11  Languages  Abyssal, Tsathar  Challenge  1 (200 XP) \n'b' Special Traits \n'b'   Amphibious . The croaker can breathe air and water. \n'b'  Fetid Strike . Once on each of the chieftain\xe2\x80\x99s turns when it hits a creature with a weapon attack, it can cause the  attack  to deal an extra 9 (2d8) poison damage to the target. \n'b'  Keen Smell . The croaker has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Leadership  (recharges after a short or  long rest ). For 1 minute, the chieftain can utter a special  command  or warning whenever a nonhostile creature that it can see within 30 feet of it makes an  attack  roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the chieftain is incapacitated. \n'b'  Slimy . Croakers continuously cover themselves with muck and slime. Creatures attempting to grapple a croaker do so with disadvantage. \n'b'  Standing Leap . The croaker\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b'  Actions \n'b'   Multiattack . The croaker chieftain makes one Bite and one Claws  attack  or one Bite and one Maquahuitl  attack . \n'b'  Bite .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) piercing damage. \n'b'  Claws .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) slashing damage, and the target must succeed on a DC 13  Constitution  saving throw or become the living host to a croaker egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13  Constitution  saving throw 24 hours after the egg is implanted. A failed saving throw results in the host becoming violently ill, followed by a deep coma-like state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young croaker, freed from its egg, tears its way out of the host, who is reduced to  0 hit points  in the process. A DC 16  Wisdom  ( Medicine ) check can be attempted to surgically extract an egg from the host. A  lesser restoration  spell will also cure the condition and purge the host of the egg. \n'b'  Maquahuitl .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.'