Amphibious. Maelstrom can breathe on both land and underwater.
Keen Smell. Cretaceous has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics.Cretaceous has advantage on an Attack roll against a creature if at least one of the Maelstrom's allies is within 5 ft. of the creature and the ally isn't Incapacitated.
Blood Frenzy. Cretaceous has advantage on melee Attack rolls against any creature that doesn't have all its Hit Points.
Ice Walk. Cretaceous can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra moment.
Multiattack. Cretaceous makes one bite and one claw attack attack.
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 15 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of Cretaceous' choice that is within 120 feet of him and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to Cretaceous's Frightful Presence for the next 24 hours.
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