Amphibious crokek’toeck can breath air and water
magic resistance crokek’toeck has advantage on saving throws against spells and other magical effects
magic weapon’s crokek’toeck,s weapon attack’s are magical
secure memory crokek’toeck is immune to The waters of the river Styx. As well as any effect that would steal or modify its memories or detect or read its thoughts
standing leap crokek’toeck’s Long jump is up to 60 feet and it’s high jump is up to 30 feet with or without a running start
Bite melee weapon attack +14 to hit reach 15ft one target hit 44 (10D6+9) piercing damage
disgorge allies (recharge 6) crokek’toeck opens his mouth and disgorges 1D4 barlguras 3D6 gnolls led by 1 fang of yeenoghu 6D6 dretches or 1D4 vrocks each creature in disgorgesappears in an unoccupied space within 30 feet of crokek’toeck’s mouth or next to the closest unoccupied space
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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.
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