Hold Breath. The Crocpion can hold its breath for 10 minutes.
Pack Tactics. The Crocpion has advantage on attack rolls against any creature if at least one ally is within 5 feet of the creature and the ally isn't incapacitated.
Keen Hearing and Smell. The Crocpion has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 3) piercing damage and the target is grappled (escape DC 13).
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Stinger. Melee Weapon Attack: +15 to hit, range 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target must make a CON saving throw (DC 12) or take 2d10 poison damage. If the poison puts a creature at 0 hit points, the creature is paralyzed for the next hour.
Description
The Crocpion is a creature The Doctor created from combining genetics of a wolf with the body of a crocodile and giving it a scorpion stinger. It is used as a tracking creature that can also kill what it finds.