Medium Monstrosity, Chaotic Neutral
Armor Class 17 Natural armor
Hit Points 67 (7d8 + 28)
Speed 25 ft., Swim 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
19 (+4)
INT
3 (-4)
WIS
14 (+2)
CHA
6 (-2)
Senses Darkvision 50ft, Passive Perception 12
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

King's lure. Each creature within 30ft of the cruad must make a dc 14 wisdom save or be charmed and paralyzed, that creature can remake the save at the end of there turn and if they make the save they are immune to it for the next 24 hours. 

Blood vigor. If the cruad attacks a creature that is below 1/2 of there hit points then the cruad has advantage. 

Amphibious. The craud can breathe air and water.

Actions

Multi attack. The king makes 3 claw attacks. 

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 4) [slashing] damage. 

Kings rally( recharges on 6). Each cruad within 50ft of the king gains advantage on saves and attacks until the end of the king's next turn. 

Description

Once the impalers and the crushers have engaged foes, the craud king strides forth to survey the slaughter. As this beast rises from the surf. its strange
appendages flash patterns of light that urge the impalers and the crushers to act at its behest.

Monster Tags: monstrosity

drdeatheer

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