Amphibious: Due to its gills this creature can breath both in and out of water.
Splitting Head: When the crocodile has dropped to half of its HP the head splits into two heads.
Polluted Blood:When a creature damages the crocodile each creature within 5ft of the crocodile must make a DC 15 CON save or take 10(3d6) poison damage and become poisoned. If a creature saves it takes half the damage but is not poisoned.
Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.
Splitting Head: When the crocodile has two heads it can make three attacks: two with its heads and one with its tail.
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 crocodile can't bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
The Corrupted Crocodile has two legendary actions which can only be used at the end of another creature turn.
Death Roll: When a creature is grappled by the Corrupted Crocodile it must make a DC 14 CON save or their start to drown. The creature takes 8(2d12+5) piercing damage from the teeth as it sinks into the creature.
Ambush: When the Corrupted Crocodile is hidden it can make a attack on a creature within range. The creature must make a DC 16 STR saving throw or be dragged into the water. On a fail the creature is grappled and takes 21(3d10+5) piercing damage.
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