Huge Celestial, Typically Neutral Good
Armor Class 20 (natural armor)
Hit Points 153 (18d10 + 54)
Speed 30 ft., Fly 120 ft. (hover), Swim 60 ft.
STR
21 (+5)
DEX
16 (+3)
CON
16 (+3)
INT
19 (+4)
WIS
20 (+5)
CHA
20 (+5)
Skills Insight +9, Perception +9, Religion +8
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Truesight 30 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Amphibious. The crocodile can breathe air and water.

Divine Tea. With one hour of work or when the crocodile finishes a long rest, it can make 4 cups of magic tea. A creature can use a bonus action to drink one of these cups of tea to gain 4 temporary hit points. While a creature has these hit points, it has resistance to cold damage and necrotic damage. If a fiend or undead drinks this tea it instead takes 2d10 radiant damage.

Legendary Resistance (3/Day). If the crocodile fails a saving throw, it can choose to succeed instead.

Magic Resistance. The crocodile has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The crocodile makes one Bite attack and one Tail attack, or it makes two Sacred Fire attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Sacred Fire. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) radiant damage.

Spellcasting. The crocodile casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):

At will: light, major image (6th-level version), thaumaturgy

3/day each: cure wounds, dispel magic, lesser restoration, sending

1/day each: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walk

Legendary Actions

The crocodile can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The crocodile regains spent legendary actions at the start of its turn.

Move. The crocodile moves up to half its speed without provoking opportunity attacks.

Smite. The crocodile makes one Bite, Tail, or Sacred Fire attack.

Lair and Lair Actions

 

Lair Actions

On initiative count 20 (losing initiative ties), a celestial crocodile can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:

Create Comforts. The crocodile conjures up one or more permanent objects made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize 1 minute later in unoccupied spaces of the crocodile’s choice on the floor of the lair.

Create Stone and Metal. The crocodile conjures up one or more temporary objects made of stone or metal that can collectively fill no more than a 2-foot cube. The objects materialize 1 minute later in unoccupied spaces of the crocodile’s choice on the floor of the lair, and the objects vanish after 1 hour.

Create Wood. The crocodile conjures up one or more permanent objects made of wood, or similarly hard plant-based material, that can collectively fill no more than a 10-foot cube. The objects materialize 1 minute later in unoccupied spaces of the crocodile’s choice on the floor of the lair.

Regional Effects

A celestial crocodile’s Celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:

Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the crocodile’s lair grow more vigorous as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren’t normally prey.

Controlled Weather. A celestial crocodile can cast control weather while it is within 3 miles of its lair. The spell’s point of origin is always the point outdoors closest to the center of its lair. The crocodile doesn’t need to maintain a clear path to the sky or to concentrate for the change in weather to persist.

Pure Waters. Water flows pure within 3 miles of a celestial crocodile’s lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.

Realm of Respite. Curses, diseases, and poisons on creatures are suppressed when those creatures are within 3 miles of the lair, unless the creatures are Aberrations, Fiends, or Undead.

Safe Descents. Within 3 miles of the lair, winds buoy creatures that fall due to no act of the crocodile or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don’t gain this benefit, falling as normal.

When the celestial crocodile dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.

Habitat: CoastalDesertForestMountainSwamp

Charlesaurus

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