Medium Humanoid (Human), Neutral Evil
Armor Class 17
Hit Points 150 (20d8 + 60)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
19 (+4)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws INT +8, WIS +6
Skills Arcana +5, Perception +4, Stealth +3
Senses Darkvision 120 ft., Passive Perception 17
Languages Common, Draconic, Primordial
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Special Abilities:

  • Amphibious: The Crocodile can breathe air and water.

  • Planar Shift (1/Day): The Crocodile can use an action to shift to another plane of existence, taking up to six willing creatures with him. He can return to his original plane using another action.

  • Arcane Artifacts: The Crocodile can use an action to cast Identify or Detect Magic at will, without expending a spell slot.

Actions
  • Multiattack. The Crocodile makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
  • Elemental Breath (Recharge 5-6). The Crocodile exhales a blast of elemental energy in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 45 (10d8) damage on a failed save, or half as much damage on a successful one. The Crocodile can choose the damage type: cold, fire, or lightning.
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 his turn.

  • Detect. The Crocodile makes a Wisdom (Perception) check.
  • Tail Attack. The Crocodile makes a tail attack. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 5) bludgeoning damage.
  • Plane Shift (Costs 3 Actions). The Crocodile uses his Planar Shift ability.

Description

The Crocodile of the Five Moons is a powerful planeshifter with mastery over planar magic and artifacts. He roams between different planes, collecting rare and dangerous artifacts to increase his power. With his ability to shift between planes and control elemental forces, he is a formidable adversary who can strike from anywhere and vanish without a trace. His lair is filled with portals and planar traps, making him a challenging foe to confront.

 

 

 

Lair and Lair Actions

Lair Actions. On initiative count 20 (losing initiative ties), the Crocodile can take a lair action to cause one of the following effects; the Crocodile can’t use the same effect two rounds in a row:

  • Elemental Surge. The Crocodile summons elemental energy that erupts from a point he chooses within 60 feet. Each creature within 20 feet of that point must make a DC 17 Dexterity saving throw, taking 22 (5d8) damage on a failed save, or half as much damage on a successful one. The Crocodile can choose the damage type: cold, fire, or lightning.
  • Planar Distortion. The Crocodile creates a distortion in the fabric of reality. Each creature within 30 feet must succeed on a DC 17 Wisdom saving throw or be teleported to an unoccupied space the Crocodile can see within 30 feet of its original position.
  • Arcane Traps. The Crocodile activates magical traps in the lair. Each creature of the Crocodile’s choice within 60 feet must make a DC 17 Dexterity saving throw or take 15 (3d10) force damage and be restrained until the start of the Crocodile’s next turn.

Monster Tags: NPC

Zatsuichi

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