Medium Humanoid, Neutral Evil
AC 16 Natural Armor    Initiative +2 (12)
HP 112 (15d8 + 45)
Speed 30 ft., Swim 40 ft.
Mod Save
STR 20 +5 +8
DEX 14 +2 +2
CON 18 +4 +7
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 12 +1 +1
Skills Athletics +9, Intimidation +5, Perception +4, Stealth +5
Resistances Piercing, Slashing
Senses Darkvision 60ft; Passive Perception 14
Languages Common, Draconic
CR 6 (XP 2,300; PB +3)
Traits

Amphibious. The Crocodilian Crusher can breathe air and water.

Brutal Enforcer. When the Crusher 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 Crusher’s next turn.

Pack Tactics. The Crusher has advantage on attack rolls against a creature if at least one of the Crusher’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 Crusher 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.

Terrorizing Presence (Recharge 5-6). As a bonus action, the Crusher can unleash a guttural snarl. Each creature of its choice within 15 feet that can hear it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its next turn.

Actions

Multiattack. The Crusher makes three melee attacks: two with its Bladed Gauntlets and one with its Bite.

Bladed Gauntlets. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

  • Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or suffer a bleeding wound, taking 5 (2d4) 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: +8 to hit, reach 5 ft., one target.

  • Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (DC 16 escape). Until the grapple ends, the Crusher can’t bite another target.

Death Roll (Recharge 5-6). If the Crocodilian Crusher has a creature grappled, it can twist violently, forcing the creature to make a DC 16 Strength saving throw.

  • On a failed save: The target takes 22 (4d6 + 5) bludgeoning damage and is knocked prone.
Legendary Actions

The Crusher can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn.

  • Shove. The Crusher makes an Athletics check to shove a creature within 5 feet. If successful, the creature is pushed 10 feet or knocked prone.
  • Snap Bite (Costs 2 Actions). The Crusher makes a Bite attack.
  • Intimidating Stare. One creature within 10 feet must make a DC 14 Wisdom saving throw or be frightened until the end of its next turn.
Mythic Actions

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.

Monster Tags: humanoid

Habitat: Any

Atomicdova90

Comments

Posts Quoted:
Reply
Clear All Quotes