b'Water Leaper \n'b'  Large   monstrosity ,  unaligned  \n'b'  Armor Class  14 (natural armor)  Hit Points  97 (13d10 + 26)  Speed  5 ft., fly 50 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX:  14 (+2)  CON:  15 (+2)  INT:  4 (-3)  WIS:  12 (+1)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +4  Senses   darkvision  60 ft., passive  Perception  11  Languages  \xe2\x80\x94  Challenge  4 (1,100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The water leaper can breathe air and water. \n'b'  Underwater Camouflage . The water leaper has advantage on  Dexterity  (Stealth) checks made while underwater. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The water leaper makes one Bite  attack  and one Stinger  attack . \n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) piercing damage, and the target is  grappled  (escape DC 13). Until this grapple ends, the target is  restrained , and the water leaper can\xe2\x80\x99t Bite another target. \n'b'\n'b' ABOUT \n'b' The frogheaded, legless creature with wide, batlike wings opens its gaping maw and shrieks. Its long, sinuous tail whips around it, tipped in a barb dripping with poison. \n'b'  Gliding Wings . The creature has no legs or arms, but it sports a pair of wide, membranous wings. It uses its wings to glide beneath the water and to soar through the air. \n'b'  Scourge of Waterways . Water leapers plague fresh lakes and rivers. They prey on animals that come to the water\xe2\x80\x99s edge to drink, as well as on fishermen that ply their trade in the  water leaper\xe2\x80\x99s  territory. Stories circulate among fishers of waterways known for broken lines and missing bait. Fishers give these areas a wide berth for fear of water leapers. Desperate or unwary fishers who ignore the warnings are never seen again; drifting, empty boats are the signs of their passing. \n'b'  Stinger .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 12 (2d8 + 3) piercing damage, and the target must succeed on a DC 13  Constitution  saving throw or be  poisoned  for 1 minute. While  poisoned  in this way, the creature takes 5 (2d4) poison damage at the start of each of its turns. A  poisoned  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Swallow . The water leaper makes a Bite  attack  against a Medium or smaller creature it is grappling. If the  attack  hits, the target is also swallowed, and the grapple ends. While swallowed, the target is  blinded  and  restrained , it has total cover against attacks and other effects outside the water leaper, and it takes 7 (2d6) acid damage at the start of each of the  water leaper\xe2\x80\x99s  turns. The water leaper can have only one creature swallowed at a time. If the water leaper takes 15 damage or more on a single turn from the swallowed creature, the leaper must succeed on a DC 12  Constitution  saving throw at the end of that turn or regurgitate the creature, which falls  prone  in a space within 5 feet of the leaper. If the leaper dies, a swallowed creature is no longer  restrained  by it and can escape from the corpse by using 10 feet of movement, exiting  prone .'