| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +6 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 10 | +0 | +0 |
| CHA | 9 | −1 | −1 |
Amphibious. The Crocodilian Thug can breathe air and water.
Brutal Enforcer. When the thug hits a creature with a melee weapon attack, the target has disadvantage on its next contested Strength (Athletics) or Dexterity (Acrobatics) check to resist being grappled until the end of the thug’s next turn.
Pack Tactics. The thug has advantage on attack rolls against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Relentless (Recharges after a Short or Long Rest). If the Crocodilian Thug takes damage that would reduce it to 0 hit points, it can instead drop to 1 hit point unless it is hit with fire or acid damage.
Multiattack. The thug makes two melee attacks: one with its bladed gloves and one with its bite.
Bladed Gloves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
- Hit: 9 (1d10 + 4) slashing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or suffer a bleeding wound, taking 3 (1d6) slashing damage at the start of each of its turns until it receives healing or uses an action to stop the bleeding.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
- Hit: 10 (1d10 + 4) piercing damage, and the target is grappled (DC 14 escape). Until the grapple ends, the thug can’t bite another target.
Death Roll (Recharge 5-6). If the Crocodilian Thug has a creature grappled, it can twist violently, forcing the creature to make a DC 14 Strength saving throw.
- On a failed save: The target takes 14 (2d8 + 4) bludgeoning damage and is knocked prone.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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