Large Aberration, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 80 (11d8 + 33)
Speed 50 ft.
STR
13 (+1)
DEX
17 (+3)
CON
14 (+2)
INT
7 (-2)
WIS
12 (+1)
CHA
5 (-3)
Saving Throws DEX +6
Damage Vulnerabilities Acid, Fire
Condition Immunities Blinded, Charmed, Frightened
Senses Darkvision, Passive Perception 16
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Like a shark. The Creck can smell blood from a mile away, so when your wounded, hide you're wounds, and don't spill blood.

Keen Smell. The Creck has advantage on Wisdom (Perception) checks that rely on smell.

 

Actions

Multiattack: The Creck can pull a creature towards him and bites it, or make two claw attacks

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+ 5) [Slashing] damage. 

Bite. Melee Weapon Attack: +7 to hit, range 2 ft., one target. Hit: 22 (2d12 + 5) [Piercing] damage.

Tongue. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, the Creck can only target one at a time.

Gas Cloud Breath (Recharge 6–7). The Creck exhales gas in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, or get 11 (2d8) Acid Damage. The cloud of gas stays for 3 turns.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Creck is a vicious beast, from another world. This beast doesn't kill to eat, but kills for fun. When you want to hunt this beast hide your smell, and when it does see you play death the Creck isn't that smart, it doesn't plan it improvises.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: aberration

Habitat: ForestSwampUnderdark

JeroentePas

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