Large Monstrosity, Lawful Neutral
Armor Class 17 Natural
Hit Points 240 (19d10 + 95)
Speed 35 ft., Swim 30 ft.
STR
24 (+7)
DEX
10 (+0)
CON
20 (+5)
INT
6 (-2)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws DEX +4, INT +2, WIS +7, CHA +3
Skills Athletics +11, Perception +7, Stealth +4, Survival +7
Senses Darkvision 30 ft., Passive Perception 17
Languages Primordial
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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.

 

 

Actions

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.

Hereus

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