Ki-Empowered Strikes. Crocodile attacks count count as magical for the purpose of overcoming resistance and immunity.
Smokey Mind. Spells and other effects can’t read crocodiles thoughts or determine if crocodile is lying. Creatures can communicate telepathically with crocodile only if it allows such contact.
Moku Moku no Mi. Allows crocodile to cast at will: Fog Cloud, Blindness/Deafness, invisibility and dimension door (6/day each).
Ki points. Crocodile has a maximum of 26 Ki point When crocodile spend a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draw all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.
Casino Royal. is Crocodiles stand (From JoJo) it is his hook hand and thus he can't be disarmed and his hook hand is visible even though its a stand. it allows him to at will to use Mold earth cantrip.
- All is left is a whisp of smoke. Crocodile can spend 1 Ki point to phase his attack through objects, and attack with an additional 10ft of range. Crocodile may also choose to actually slice through the object, cutting it. During a round that he use this ability, his movement speed is doubled.
I will make a gamble and win. Crocodile as he fights, becomes familiar with the enemy and learn to fight against them. For every round that he's fighting someone with his Stand summoned, he gains +1 on attack and damage rolls against that enemy, or any other enemies of that type while in battle (such as a group of goblins), up to +10.
Louse lips sink ships. Crocodile can take over any non humanoid creatures minds. To do so, you must pierce the creature with Hooking a fish (still uses points), which they will have to make a DC 28 Intelligence saving throw. If failed, they won’t take the damage of being Hooked, and he will be able to telepathically control them for (1d4+7) rounds. If they succeed the save, they will take full damage and will retain control of there own bodies.- Mr sand man. Crocodile can send waves of sand to attack his enemies. For 1 Ki point, his attacks gain a extra range of 30ft and deal a extra (1d4+8) bludgeoning damage for one minute.
Multiattack. Crocodile makes three attacks only one of which can be a shoulder throw.
Smoking fists. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: (1d12+8) Bludgeoning damage and (3d6) fire damage if Crocodile hits with a melee weapon attack, Crocodile can spend 1 ki point to make the target stunned until the end of his next turn if it fails a CON saving throw DC 28.
Shoulder Throw. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: (2d12+13) Bludgeoning damage as crocodile choose to grab a target 1-2 sizes above him and throwing them behind him the target must make a DC 28 Dex save on a failure the target is thrown Prone, on a pass they are not knocked prone (4/short rest).
Hooking a fish. as an Action Crocodile can spend 2 Ki points to Hook a target with his with Smoking fists, if it hit the target takes a extra (6d8+10) Slashing Damage and (6d4) fire damage as well the target must succeed a Dex Save DC 28 or get there mouth hooked giving the Restrained condition. If used in fog the attack does (8d8+20) Slashing Damage and (8d5) fire damage.
5000 smoking swings. as an Action Crocodile can spend 10 Ki points to send a wave of smoking hooks at a multiple targets withing range. The attack is his Smoking fists but it has a range of 50 Ft and a AOE of 30 FT, If hit the targets take a extra (10d10+10) slashing Damage and (6d8) fire damage.
The bigger the fish the bigger the hook. as an action Crocodile can spend 12 Ki to release a Hooked swing with Hooking a fish at one target and ripple smoke thought the targets body, if hit the target takes a extra (25d8) Piercing Damage and (25d4) Fire damage. With no extra Ki points used from hooking fish (2/day).
- Sand Doppelganger. Crocodile create copies of any creature he has seen before as an action for 2 Ki points. These copies are identical to the original, save for having an AC of 10 and 44 HP. They retain any physical attacks that the original possesses, but cannot use magical attacks or ranged weapons. A creature can see the doppelganger as a fake with a successful DC 18 Insight check. If successful, the copy appears to be made out of sand. These copies last for up to 1 minute. Controlling a doppelganger is done in only within of 30 ft.
Cunning Action. Crocodile takes the Dash or Disengage action and his jump distance is doubled for the turn.
Smokey Demise. Crocodile can control the smoke he creates using fog cloud. As a bonus action he can move the cloud up to 50ft, or he can attempt to use the smoke to grapple and strangle his enemies. Each creature of his choice inside the cloud must succeed on a Strength, or Dexterity saving throw DC 28 or become grappled, restrained and suffer (4d18+6) Magical bludgeoning damage.
Flurry of Blows. Immediately after crocodile take the Attack action on his turn, he can spend 1 Ki point to make two attacks.
Patient Defence. Crocodile can spend 1 Ki point to take the Dodge action.
Smoke Veil. Crocodile can spend 2 Ki points and create a veil of smoke and fog that surrounds him for 1 Minute in a 5ft radius, at the end of each of his turns he gains (1d12+7) health. If you become full or are full the remaining hit points or all of them become temporary hit points stacking up to 100.
Crushing Counter. Crocodile adds a +2 to his AC and force the target to roll to hit again taking the lower roll, if hit still he takes half damage, if it missed him crocodile attacks them with one attack.
Smoke Evasion. crocodile can halve the damage that he takes from an attack that hits him. Crocodile can then move up to half his flying speed. Crocodile must be able to see the attacker.
- Sand tomb. Crocodile can create a dome of sand with a radius of up to 10 ft. around him at the cost of 2 Ki points. This dome counts as full cover. he can spend 1 additional Ki point to double the size of the dome.
Description
- I'll just hide here...
Equipment. Ring of Water Walking
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