Amphibious. The creature can breathe out of water for up to four hours before needing to submerge.
Blood Frenzy. The creature has advantage on melee attack rolls against any creature that doesn't have all its Hit Points.
Multiattack. The creature makes two bite attacks, as well as one other attack per turn if it chooses not to move.
Croc Bite. Natural Weapon Attack: +9 to hit within 5 ft., 1 target. Hit: 14 (2d8 + 5) [piercing] damage.
Shark Bite. Natural Weapon Attack: +9 to hit within 5 ft., 1 target. Hit: 14 (2d8 + 5) [piercing] damage, + 2d4 necrotic damage for 1d4 rounds.
Ink Jet (2/day). Crocosharktopus can target one creature it can see within 20 feet and spew forth a jet of viscous black ink. The targets must make a Constitution saving throw (DC 15) or become blinded for 24 hours.
Tentacle Squeeze. The creature reaches out with its long tentacles up to 10 feet. The target must roll a Dexterity saving throw (DC 15) or take 3d6 force damage as the monster crushes it. On a failed save, the target is also restrained.
Description
The crocosharktopus is a 15-foot long, two-headed abomination with tentacle-like appendages. It remains in the water by day but comes ashore at night to hunt for prey. The octopus body provides a stealthy approach as the crocodile and shark heads snap its prey in half before dragging it back to the depths.
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