Hold Breath. The chocodile can hold its breath for 15 minutes.
Pack Tactics. The chocodile has advantage on an attack roll against a creature if at least one of the chocodile’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Immutable Form. The chocodile is immune to any spell or effect that would alter its form.
Magical Resistance. The chocodile has advantage on saving throws against spells and magical effects.
Fire Susceptibility. If the chocodile is subjected to fire damage its form partially melts, halving its movement speed until the end of its next turn.
Multiattack. The Chocodile makes one bite attack and one breath weapon attack if possible,
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the chocodile can't bite another target.
Breath Weapon (Recharge 5-6). The chocodile exhales a 30-foot cone of molten chocolate. Each creature in the cone must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also restrained by the hardening chocolate. A creature can make a DC 14 Strength (Athletics) check as an action, freeing itself or a creature within reach from the chocolate on a success. The chocolate has AC 17 and 20 hit points, and it is immune to cold, poison, and psychic damage.
Previous Versions
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4/29/2021 4:27:21 PM
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