Desert Master: Crocodile has advantage on saving throws against being charmed or frightened. He also ignores difficult terrain created by sand or loose earth.
Sand Manipulation: As an action, Crocodile can cause a 20-foot square of sand or loose earth within 60 feet of him to become quicksand. Creatures in the area must succeed on a DC 16 Strength saving throw or be restrained. A creature restrained by the quicksand can use its action to make a DC 16 Strength check, ending the restraint on a success.
Multiattack: Crocodile makes two attacks: one with his hook and one with his claw.
Hook: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 15). Crocodile can use a bonus action to reel in a creature grappled by his hook, pulling it up to 20 feet closer to him.
Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Sandstorm (Recharge 5-6): Crocodile creates a 30-foot radius sphere of swirling sand centered on a point he can see within 60 feet of him. Each creature in the area must make a DC 16 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and be blinded until the end of its next turn on a failed save, or half as much damage on a successful one and not blinded.
Sand Defense: When a creature misses Crocodile with a melee attack, he can use his reaction to cause the attacker to be pelted with sand, imposing disadvantage on their next attack roll before the end of their next turn.
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