Volo + Home Field Advantage
Amphibious. The froghemoth can breathe air and water. Shock Susceptibility. If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.
Multiattack. The froghemoth makes two attacks with its tentacles.
It can also use its tongue or bite.
Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one
target. Hit: 19 ( 3d8+6 ) bludgeoning damage, and the target is
grappled (escape DC 16) if it is a Huge or smaller creature. Until
the grapple ends, the froghemoth can't use this tentacle on
another target. The froghemoth has four tentacles.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 22 ( 3d10+6 ) piercing damage, and the target is swallowed
if it is a Medium or smaller creature.
A swallowed creature is
blinded and restrained, has total cover against attacks and
other effects outside the froghemoth, and takes 10 ( 3d6 ) acid
damage at the start of each of the froghemoth's turns.
The froghemoth's gullet can hold up to two creatures at a
time. If the froghemoth takes 20 damage or more on a single
turn from a creature inside it, the froghemoth must succeed on
a DC 20 Constitution saving throw at the end of that turn or regurgitate
all swallowed creatures, each of which falls prone in a
space within 10 feet of the froghemoth.
If the froghemoth dies,
a swallowed creature is no longer restrained by it and can escape
from the corpse using 10 feet of movement, exiting prone.
Tongue. The froghemoth targets one Medium or smaller
creature that it can see within 20 feet of it. The target must
make a DC 18 Strength saving throw. On a failed save, the
target is pulled into an unoccupied space within 5 feet of
the frog_hemoth, and the froghemoth can make a bite attack
against it as a bonus action.
Bite and Tongue. See Tongue in the Actions.
Bullying Around. The froghemoth unleashes a terrible bellow, ordering any nearby bullywugs to attack at once. 4 (1d6 +1) bullywugs jump down from nearby trees. They act on initiative count 19, and try their best to protect the Froghemoth. The froghemoth can’t use this action again until there are two or fewer bullywugs still active in the lair. Swamp Tides. A pool in the lair of the froghemoths choice begins to swell with water and lurches outwards. All creatures within 10 feet of the pool’s edge must make a DC 16 Strength saving throw. causing one of the following effects. On a failure, the creature is either pushed 10 feet away from the pool, or pulled 10 feet towards the center of the pool as the water recedes (Froghemoth’s choice). Muddy Armor. The froghemoth drags mud with its tentacles and smears it on its body, offering protection from it’s Shock Susceptibility trait until initiative count 20 on the next round. The froghemoth can’t use this lair action again until it has used a different one.