Hold Breath. The crocodile can hold its breath for 30 minutes.
Eminence of the Elements. Every time that Crackomaw is hit with magic, even if it doesn't go through his resistances, he gains a charge of the same type of magic.
Multiattack. The crocodile makes up to 5 attacks: one with its bite, one with its tail, two with its claws, and a gore attack(when raging).
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (3d20 + 9) 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 10 ft., one target not grappled by the crocodile. Hit: (4d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Claw. Melee weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (4d4 + 9) slashing damage.
Rage. When Crackomaw's health is 1/2 or lower, he gains a Gore attack + 5 (4d8 +9), and regenerates 1d4 hit points per turn until 3/4 health is reached.
Divine Wrath of the Elements. By using two of the stocked charges (received by using Eminence of the Elements) he gains a breath attack that deals (10d12 damage of the same type) that can be a 60 ft line, 60 ft burst, or 30 ft cone.
Lair and Lair Actions
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