Hold Breath. The baryonyx can hold its breath for 30 minutes.
Freezing Aura. All creatures within 10 ft of the baryonyx (including those that hit it with melee attacks and grapple it) take 5 (2d4) cold damage and have their speed decreased by 10 ft for 2d6 rounds at the start of each of their turns.
Cryo-Multiattack. The baryonyx makes two melee attacks. If both are critical, then the target(s) must succeed on a DC 16 Constitution saving throw or have their speed reduced by 10 ft and have disadvantage on Dexterity, Strength, & Constitution ability checks for 1d6 rounds.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) cold damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) cold damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) cold damage.
Cryo Breath (Recharge 6). The baryonyx exhales freezing cold nitrogen gas in a 25-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw, taking 18 (4d8) cold damage & have their speed reduced by 10 ft and have disadvantage on Dexterity, Strength, & Constitution ability checks for 2d4 rounds on a failure, or half as much damage, have their speed reduced by only 5 feet, and not have disadvantage on Dexterity, Strength, & Constitution ability checks.
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