Armor Class 20 natural amour
Hit Points 385 (10d10)
Speed
STR
27 (+8)
DEX
14 (+2)
CON
23 (+6)
INT
6 (-2)
WIS
14 (+2)
CHA
10 (+0)
Senses Passive Perception 15
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:

🐉 Traits

Amphibious Predator

The Crocodracon can breathe air and water.

Hold Breath

It can hold its breath for up to 1 hour.

Osteoderm Armor

While above half its hit points, it has resistance to all nonmagical weapon damage.
When reduced below half HP, its spines flare outward — melee attackers take 7 (2d6) piercing damage on a hit.

Venomous Bite

A creature bitten must succeed on a DC 20 Constitution saving throw or take 21 (6d6) poison damage at the start of each of its turns for 1 minute. The target can repeat the save at the end of each turn.


Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]

Actions

Action Name. Enter the description for your action.

Action Melee Attack

⚔ Actions

Multiattack

The Crocodracon makes two attacks: one with its Bite and one with its Tail.


Bite

Melee Weapon Attack: +14 to hit, reach 10 ft., one target
Hit: 28 (3d12 + 8) piercing damage plus 10 (3d6) poison damage.
If the target is Large or smaller, it is grappled (escape DC 18).


Death Roll

If the Crocodracon has a grappled creature, it twists violently.
The target takes 36 (8d8) bludgeoning damage and must succeed on a DC 20 Strength save or be knocked prone. The Crocodracon can move up to half its swim speed during this action.


Tail Slam

Melee Weapon Attack: +14 to hit, reach 15 ft., one target
Hit: 22 (3d8 + 8) bludgeoning damage.
Target must succeed on DC 19 Strength save or be knocked prone.

. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage.

Action Ranged Attack. Ranged Weapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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 Actions

Mythic Action

đŸŒȘ Mythic Trait (Optional Boss Upgrade)

Apex Frenzy (Mythic; Recharges after Long Rest)

When reduced to 0 HP, it does not die immediately. Instead, it regains 150 HP and enters a frenzied state:

  • Gains advantage on all attack rolls

  • Bite damage increases by 2d12

  • Emits Fear Aura (DC 18 Wisdom save or frightened for 1 minute)

When defeated in this state, it truly dies.

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.

Description

Enter a general description for your mons

🐊🐉 Crocodracon Rex – Description

In the steaming hush of a mangrove swamp, where the water is thick as oil and the air hums with insects, the Crocodracon Rex waits.

At first glance it resembles an impossibly massive crocodile—but as it rises from the water, its true horror becomes clear. Its body is broad and low like a living siege engine, plated in dark, iron-hard scales layered like ancient armor. Jagged dorsal spines run from the back of its skull down to the tip of its immense tail, each spine chipped and scarred from territorial battles.

Its head is wide and heavy-jawed, teeth overlapping in uneven rows—some long and dagger-like, others thick and crushing. Strings of venom-laced saliva drip between them as it exhales in slow, rumbling breaths. Its nostrils flare just above the waterline before an attack, and its amber, slit-pupiled eyes never blink.

When it moves, it does so with terrifying efficiency. In water, it is nearly silent—only a ripple betrays its presence. On land, its clawed limbs drag its weight forward in powerful surges, gouging trenches into mud and snapping roots like twigs.

The creature smells of brine, decay, and something metallic—like blood left too long in the sun.

Scars crisscross its hide, but none seem fresh. Arrows snap against its osteoderm plates. Blades scrape and spark. And when it bites, the wound burns long after the teeth withdraw.

The Crocodracon Rex does not roar often. It does not need to.
The swamp grows quiet long before it arrives.

ter here.

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.

d019

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