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.
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.
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