Medium Humanoid, Neutral Evil
Armor Class 17
Hit Points 160 (20d8 + 80)
Speed
STR
16 (+3)
DEX
18 (+4)
CON
18 (+4)
INT
16 (+3)
WIS
14 (+2)
CHA
20 (+5)
Senses Passive Perception 12
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

 

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.

 

Actions

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.

 

Reactions

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.

EneruTheGod

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