Large Humanoid (Lizardfolk), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 96 (15d10 + 14)
Speed 30 ft., Swim 40 ft.
STR
19 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
10 (+0)
Skills Stealth +5
Damage Resistances Piercing
Senses Darkvision 60 ft., Passive Perception 10
Languages Abyssal, Draconic
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Hold Breath. The crogall can hold its breath underwater for up to 30 minutes.

Natural Armor. The crogall has natural armor that takes the form of tough scales. Its AC is 14 + its Dexterity modifier and is resistant to piercing damage from non-magical weapons.

Actions

Multiattack. The crogall makes three attacks: one with its bite, one with it's tail and one with its harpoon, and it uses it's hungry jaws when available.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 4) piercing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (3d6 + 4) bludgeoning damage. On a hit the creature must also succeed on a Dexterity saving throw DC: 14 or fall prone.

Harpoon. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (3d8 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the crogall or be pulled up to 20 feet toward the elder.

Hungry Jaws (Recharge 6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (3d10 + 4) piercing damage, and the crogall heals for half the damage rounded down.

Description

A Crogall is a lizard-folk that evolved to be more like a crocodile. They are larger, growing to be about 8 1/2 - 9 feet in height in adulthood. They also prefer rivers and lakes over the usual lizard-folk habitats, and will spend most of their lives at least partially submerged in water.

Crogall prefer to live in small groups, usually just one's own personal family but sometimes up to 2-3 families get together. A crogall's first priority is always the group, even at the cost of it's own personal safety, and usually only leaves it's territory if there is an enemy to scare away, or if there is no available food. In either case, they form small hunting parties to take care of the problem.

Habitat: SwampUnderwater

htwizard3

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