Regeneration. The klarg regains 10 hit points at the start of its turn. If the klarg takes cold or necrotic damage, the trait doesn't function at the start of the klarg's next turn. The klarg dies only if it starts its turn with 0 hit points and doesn't regenerate.
Swallow. While swallowed, a creature is blinded and restrained, it has total cover against attacks and other effects outside the klarg, and it takes 7 (2d6) bludgeoning, 7 (2d6) piercing, and 7 (2d6) slashing damage at the start of each of the klarg’s turns. If the klarg takes 30 damage or more on a single turn from a creature inside it, the klarg must succeed on a DC 15 Constitutionsaving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the klarg. If the klarg dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Claw.Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) slashing damage and the target must succeed on a DC 15 Strength saving throw or be pulled 5 feet toward the klarg.
Spring up from Prone. If a creature comes within 10 feet of the klarg while it is prone, it may stand up with no movement cost.
A klarg is a huge semi-bipedal fey creature, often using its arms to assist in its movement (similar to an ape). It has the appearance of dark soil, and rocks, and appears to have grass, moss, vines, and/or shrubs on its back (although all of this is just natural camouflage).
Klarg are intelligent, but their main motivation is hunger. They are cunning and will stalk prey or lie in wait for them if they are close. [1]