Huge Beast, Unaligned
Armor Class 18 (natural armor)
Hit Points 85 (9d12 + 27)
Speed 30 ft., Swim 50 ft.
STR
21 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
2 (-4)
WIS
10 (+0)
CHA
7 (-2)
Skills Stealth +5
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Hold Breath. The crocodile can hold its breath for 30 minutes.

Crystal Perception. The crocodile has blindsight within 30 feet and is able to see through fog and haze.

Crystal Bound. The crocodile can not betray the bearer of it's crystal powers, thus is immune to effects that would allow it to attack or interact differently towards Crystals Druids or Crystal Soldiers.

Crystal Power. Magical power that comes from crystals forming unnaturally on the body of the host. This power can vary based on what plane it comes from. (This can be changed up to the DM's requirements)

Actions

Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 1d10 fie damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage plus 1d10 fire damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Crystal Heatwave (Recharge 5-6). The crocodile releases large amounts of heat and pushes it through the water. Water within the area becomes heated and turns into a thick fog, sight is reduced to 10 feet and perception checks relying on sight will be made with disadvantage. Each creature within 15 feet of the crocodile must make a Dexterity saving throw DC 16 or take 2d8 fire damage and be blinded till the end of the crocodile's next turn. A successful save will half the damage and you are not blinded by the intense steam.

Crystal Lob (Recharge 8). In a 5 ft. wide by 30 ft. long line, three fire orbs are launched from the crocodile landing in 10 ft. increments in the line. The orbs will explode at the start of the crocodile's next, or if hit by an attack, or if the orb lands on a creature that is in the same space. When the orb explodes, each creature in the orb's space or within 5 ft. of the orb must make a Dexterity saving throw 17 or take 2d10 fire damage on failed save or half as much on a successful save. If a creature is between multiple orbs they must make a save for each orb.

Monster Tags: Misc Creature

Habitat: Swamp

Demaemos

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