Medium Monstrosity, Chaotic Neutral
Armor Class 18 Natural armor
Hit Points 51 (6d8 + 24)
Speed 30 ft., Swim 30 ft.
STR
16 (+3)
DEX
19 (+4)
CON
19 (+4)
INT
3 (-4)
WIS
14 (+2)
CHA
9 (-1)
Senses Darkvision 50ft, Passive Perception 12
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Amphibious. The craud can breathe air and water.

 

Actions

Multi attack. The cruad make 2 attacks 1 with each different type. 

Scissor Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit:  6 (1d6 + 3) [slashing] damage. 

impale. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 11 (4d4 + 3) [piercing] damage and the targets speed is reduced to 0 until the craud uses the impale on someone else.

Description

As the sleek, armored bodies of craud impalers rise out of the water, gleaming in the moonlight, those who chance to see them might think the sight beautiful and alien. Impalers rarely act alone, though. Once viewers glimpse the creatures' talons and the other crauds rising up behind them, they realize that the impalers are only the vanguard of a craud attack.

Monster Tags: monstrosity

Habitat: Underwater

drdeatheer

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