Pack Tactics. The Cragund has advantage on an attack roll against a creature if at least one of the Cragund's allies is within 5 feet of the creature and the ally isn't incapacitated.
Illumination. The Cragund sheds bright light in a 15-foot radius and dim light in an additional 15 feet.
Heated Body. A creature that touches the Cragund or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) fire damage.
Magma Breath (Recharge 5–6). The Cragund exhales magma in a 20-foot cone. Each creature in that area 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. The area also becomes difficult terrain and creatures that attempt to walk over the area takes 7 (2d6) fire damage for every 5 feet travelled and must make a DC 14 Dexterity saving throw if it ends its turn in the area, igniting on a failure. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. The area remains difficult terrain for 2d4 rounds.
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