Large Aberration, Chaotic Evil
Armor Class 17 Natural armor
Hit Points 114 (12d10 + 48)
Speed 25 ft., Climb 25 ft., Swim 50 ft.
STR
17 (+3)
DEX
8 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
15 (+2)
CHA
8 (-1)
Saving Throws CON +8
Skills Perception +6, Stealth +9
Condition Immunities Blinded
Senses Blindsight 90 ft. (blind beyond this radius), Passive Perception 16
Languages understands Deep Speech
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (2/Day). If the crocodile demon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The crocodile demon makes a bite attack and up to two claw attacks, or it makes up to three claw attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the crocodile demon. Until this grapple ends, the target is restrained, and the crocodile demon can’t use this claw against other targets. The crocodile demon has two claws.

Reactions

Undertow. Immediately before the the crocodile demon makes an opportunity attack, the target must make a DC 16 Dexterity saving throw or be knocked prone.

Legendary Actions

The crocodile demon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The crocodile demon regains spent legendary actions at the start of its turn.

Bite Attack. The crocodile demon makes one bite attack against one creature it has grappled.

Submerge. The crocodile demon submerges into the water, becoming invisible for up to 1 minute or until immediately after it makes an attack roll. Moving while submerged does not provoke opportunity attacks.

Lair and Lair Actions

A Crocodile Demon's Lair

Lair Actions

When fighting inside its lair, a crocodile demon can use lair actions. On initiative count 20 (losing initiative ties), a crocodile demon can take one lair action to cause one of the following effects; the crocodile demon can’t use the same lair action two rounds in a row:

  • The crocodile demon targets one creature within 50 feet of it. The target must succeed on a DC 16 Constitution saving throw or become overwhelmed by the stench of the sewage, suffering disadvantage on attack rolls until the end of their next turn.
  • The crocodile demon targets one creature within 50 feet of it. The target must succeed on a DC 16 Strength saving throw or the target is pulled beneath the water by an unseen force and knocked prone.
  • The crocodile demon targets one creature within 50 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the target becomes frightened of the crocodile demon for 1 minute. This effect ends if the crocodile demon attacks the target.

Regional Effects

A region containing a crocodile demon's lair becomes warped by the creature’s unnatural presence, which creates one or more of the following effects:

  • Creatures within 1 mile of the crocodile demon's lair experience nausea and a deep-seated sense of dread. The sensation grows stronger the closer the creatures come to the crocodile demon's lair.

If the crocodile demon dies, these effects end immediately.

Monster Tags: abberation

Habitat: CoastalMountainUnderdark

en_riley

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