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    Antsybol

    Large fey, neutral evil

    Armor Class 17 (natural armor)

    Hit Points 168 (16d10 + 80)

    Speed 30 ft., swim 40 ft.

    STR 20 (+5) · DEX 14 (+2) · CON 20 (+5) · INT 16 (+3) · WIS 18 (+4) · CHA 16 (+3)

    Saving Throws Wis +8, Cha +7

    Skills Deception: +7, Perception +8, Stealth +6, Survival +8

    Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Damage Immunities Poison

    Condition Immunities Poisoned, Grappled, Prone

    Senses Darkvision 120 ft., passive Perception 18

    Languages Common, Sylvan, telepathy 120 ft.

    Challenge 9

    Traits

    Amphibious. Antsybol can breathe air and water.

    Magic Resistance. Antsybol has advantage on saving throws against spells and other magical effects.

    Swamp Camouflage. Antsybol has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

    Mire Strider. Antsybol ignores difficult terrain caused by mud, swamps, or natural overgrowth.

    Illusory Lights. As a bonus action, Antsybol can create up to three fluttering will-o'-the-wisps in unoccupied spaces he can see within 60 feet. The lights shed dim light in a 10-foot radius and last until the start of his next turn. Creatures have disadvantage on Wisdom (Perception) checks made in the area illuminated by these lights.

    Actions

    Multiattack. Antsybol makes two attacks: one with his Grasping Mud and one with his Dragging Pull.

    Grasping Mud. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.

    Hit: 15 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and Antsybol can't use Grasping Mud on another target.

    Dragging Pull. Antsybol pulls a creature grappled by him up to 10 feet toward himself and into the swamp. If the creature enters the swampy water, it must succeed on a DC 17 Strength saving throw or begin sinking, becoming prone and submerged up to its waist.

    Hypnotic Flowers (Recharge 5–6). Antsybol causes magical flowers to bloom in a 30-foot radius centered on himself. Each creature of his choice in that area must make a DC 16 Wisdom saving throw. On a failed save, a creature is charmed by Antsybol for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0 as it admires the flowers. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Mimicry. Antsybol mimics sounds of animals or voices he has heard, including specific individuals. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.

    Legendary Actions

    Antsybol can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.

    - Disappear Into the Mire. Antsybol moves up to his speed without provoking opportunity attacks and can attempt to hide.

    - Swamp's Grasp. Vines and roots erupt in a 10-foot radius around a point Antsybol can see within 60 feet. Creatures in that area must succeed on a DC 16 Strength saving throw or be restrained until the end of their next turn.

    - Illusory Hallucinations (Costs 2 Actions). Antsybol targets one creature he can see within 60 feet. The target must make a DC 14 Intelligence saving throw. On a failed save, the creature is affected by an illusion, perceiving one creature or object as another, as per the Phantasmal Force spell (PHB, p.264; no concentration required).

    Lair Actions

    On initiative count 20 (losing initiative ties), Antsybol takes a lair action to cause one of the following effects:

    - Swamp Fog. A heavy fog rises in a 60-foot-radius sphere centered on a point Antsybol can see within 120 feet, lasting until initiative count 20 on the next round. The area is heavily obscured.

    - Quagmire. The ground in a 30-foot-radius centered on a point Antsybol can see within 120 feet becomes slick and muddy. The area is considered difficult terrain until initiative count 20 on the next round. Creatures moving in the area must succeed on a DC 16 Dexterity saving throw or fall prone.

    - Echoing Sounds. Haunting sounds fill a 60-foot-radius sphere centered on Antsybol. Creatures of his choice in the area must succeed on a DC 16 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks and saving throws until initiative count 20 on the next round.

    Regional Effects

    The region containing Antsybol's lair is warped by his magic, creating one or more of the following effects:

    - Will-o'-the-Wisps. Mysterious lights dance over the surface of the swamp within 6 miles of the lair, luring travelers off safe paths.

    - Illusory Terrain. Swamp paths and landmarks seem to shift or disappear, making navigation difficult. Creatures have disadvantage on checks made to avoid becoming lost within 6 miles of the lair.

    If Antsybol dies, these effects fade over the course of 1d10 days.

    ### Description

    Antsybol, the Swamp Grandfather, is an ancient and elusive entity who rules over marshlands and quagmires. Resembling an old man encrusted with mud, algae, and swamp detritus, he blends seamlessly with his environment. His eyes gleam with a mysterious light, and his massive belly hints at his ageless existence.

    Antsybol is both feared and respected by those who know of him. He delights in misleading and entrapping unwary travelers, using illusions, mimicry, and the treacherous terrain of his domain. While not inherently evil, his sense of amusement often leads to the demise of those who fail to respect the dangers of the swamp.

    ### Personality and Tactics

    Antsybol prefers cunning over brute force, utilizing his control over the swamp to confound and weaken his foes. He employs illusions to lure enemies into hazardous situations, isolates them, and then uses his environment to his advantage.

    In combat, he begins by separating the party with Hypnotic Flowers or Illusory Hallucinations, targeting those who seem most susceptible. He uses Grasping Mud to grapple and restrain opponents, dragging them into deeper water where they risk drowning.

    Antsybol avoids direct confrontation, retreating into the swamp using Disappear Into the Mire when threatened. Only when cornered does he fight fiercely, using his legendary actions to control the battlefield.

    Lore

    A demon residing in swamps, often ranked high among other swamp-dwelling entities.

    The Antsybol, often called the Swamp Grandfather, ranks highest among the swamp's denizens, including other supernatural entities. Few dare to challenge him in the marshes, which, as you know, can swallow a traveler in a matter of minutes if there's no one nearby to help. So, if you're setting out to meet the Antsybol, it's best to go in a group of three—the chances of escaping the swamps increase—and it's wise to prepare all the necessary equipment in advance.

    In folklore, swamps have always been considered places inhabited by dark forces—a cursed realm where adventurers often met their deaths. Numerous proverbs attest to the swamp's sinister nature, one of the most popular being: "If there's a swamp, devils will be found."

    From The Witchwood Bestiary 5E, p. 12 · Fern Flower Press