Hold Breath. The cryodile can hold its breath for 30 minutes.
Multiattack. The cryodile makes two attacks: one with its bite and one with its tail.
Ice Breath (Recharge 5-6). The cryodile exhales a blast of freezing air in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 7 (2d6) cold damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, takes 10 (3d6) cold damage at the start of each of its turns, and the cryodile can't bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the cryodile. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) cold damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Description
Infused with the power of the Frostfell, cryodiles are vicious predators that typically rely on ambush tactics to catch prey while camouflaged in frozen lakes. Despite their preference for stealth, they're more than capable in a fight, taking advantage of their immense size and strength to overpower opponents.
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