Hold Breath. The crocodile can hold its breath for 15 minutes.
Multiattack. The two-headed Crocodile makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 10 (2d8 + 1) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained and the crocodile can’t bite another target.
Tail. Melee Weapon Attack: +6 to hit, reach 10ft, one target. Hit: 7 (2d6 + 1) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed 5ft and knocked prone.
Acid Spray (Recharge 6). The Croc spits acid in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one.
The Croc can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Croc regains spent legendary actions at the start of its turn.
Teleport (Costs 2 Actions). The Croc magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Bite (Costs 2 Actions). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Previous Versions
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10/10/2020 11:31:58 PM
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10/11/2020 5:41:13 PM
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10/17/2020 7:11:57 PM
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