Hold Breath. The crocodile can hold its breath for 15 minutes.
False Appearance: While the carny remains motionless, it is indistinguishable from a rotting log with tufts of high grass or cattails growing around it. Once it has been spotted it can no longer benefit from this trait.
Hydronic Healing: At the start of it's turn it heals 1d10 as long as it is standing in water.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (2d8+ 5) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Swallow: After 1st bite, the target can be swallowed as an action.
Grasping Tendrils. The plant can have up to 2 tendrils at a time. Each tendril can be attacked (AC 13, 10 hit points). Destroying a tendril deals no damage to the plant, which can extrude a replacement tendril on its next turn. A tendril can be broken if a creature takes an action and succeeds on a DC 13 Strength check against it.
Entangle (Recharge 5-6). Grasping roots and vines sprout in a 15 foot radius centered on the plant, withering after 1 minute. For the duration, the area is difficult terrain for non-plant creatures. In addition, each creature of the plant’s choice must succeed on a DC 12 Strength saving throw or become restrained
Description
Part plant, part beast - the perfect predator of swamp and marshlands. Aggressive, carnies are ambush attackers who drag their prey to the bottom of water. Often dead bodies may still be found as they enjoy their food "soft".