Hold Breath. The crocodile can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Multiattack. The crocodile makes four attacks: one with its bite and three with its tentacles, or it makes two tentacle attacks and uses Swallow
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the croctopus can't bite another target.
Swallow.
Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the croctopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). An 80- foot-radius cloud of ink extends all around the croctopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the croctopus can use the Dash action as a bonus action.
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