Aura of Endurance/Despair. At the start of the crox's turn, it and each creature of its choice it is aware of within 10 feet gain 10 temporary hit points for 1 minute. Each creature of its choice it is aware of within 10 feet takes 10 psychic damage instead.
Chained Maul. The crox can't drop its maul or be disarmed. The maul takes a minute to don and doff.
Cold Blooded. The crox has advantage on saving throws against being charmed or frightened.
Multiattack. The crox makes three attacks: one with its bite and two with its Coordinating Maul.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (1d6 + 1d10 + 7) piercing damage. If the crox rolls a 6 on the d6 damage dice with this attack, it can make a bite attack as a bonus action this turn.
Coordinating Sacred Mace. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (4d6 + 7) bludgeoning damage, and another Medium or smaller creature of the crox's choice within 30 feet of it can make a weapon attack as a reaction against the target.
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