Brave. Cob has advantage on saving throws against the frightened condition.
Halfling Nimbleness. Cob can move through the space of any creature of a size larger than his own.
Favored Enemy: Reptiles. Cob has advantage on Wisdom (Survival) checks to track reptiles and on Intelligence checks to recall information about them. He also speaks Draconic (pidgin).
Natural Explorer: Swamp. Difficult terrain in swamps doesn't slow Cob's group. He can't be lost by non-magical means in swamps. He has advantage on Initiative rolls in swamp terrain, and on his first turn of combat, attacks against reptiles deal an extra 1d6 damage.
Death Roll (Recharge 5–6). When Cob successfully grapples a creature, he can use his bonus action to begin a death roll. The target takes 2d6 bludgeoning damage and is restrained until the grapple ends. The escape DC is 13. Evasion. When Cob is subjected to an effect that allows a Dexterity saving throw for half damage, he takes no damage on a success and half on a failure.
Spellcasting. Cob is a 3rd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit). He has the following ranger spells prepared: 1st level (2 slots): hunter's mark, speak with animals, cure wounds
Multiattack. Cob makes two attacks.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage when used with two hands.
Pin. Melee Weapon Attack: +5 to hit, reach 5 ft., one target no more than one size larger than Cob. Hit: 6 (1d6 + 3) piercing damage, and the target is grappled (escape DC 13). While grappled this way, the target is also prone.
Croc Sense. When a creature within 5 feet of Cob makes an opportunity attack against him, he can make one spear attack against that creature as a reaction.
Description
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Previous Versions
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4/9/2026 4:03:09 AM
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