Huge Monstrosity, Chaotic Evil
Armor Class 18 Natural Armor/ Scales
Hit Points 238 (20d20 + 38)
Speed
STR
18 (+4)
DEX
14 (+2)
CON
20 (+5)
INT
18 (+4)
WIS
6 (-2)
CHA
4 (-3)
Saving Throws STR +8, CON +9
Senses Passive Perception 18
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Water breathing

 

Actions

Multiattack: 4 Attacks/ round

Bite Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 15(5d4+5 ) [piercing] damage. If target is M sized or smaller DC 16 Str Saving throw or be Grappled. If target is Large sized or bigger in size they roll w/advantage.

Extended Bite. Ranged Weapon Attack: +9 to hit, range 20/30ft., 1 target. Hit: 12 (2d6 + 5) [piercing] damage. DC 15 Str Saving throw, on failed save target is dragged 10 ft towards central head of Croctopus and is grappled.

Only 4 mouths can attack per Round. If mouth is holding Grappled creature Croctopus can choose to bite that creature or use an unoccupied mouth to attack. If Croctopus chooses to use another mouth Grappled creature remains Grappled unless action used to escape by Grappled creature or another creature within range. 

Bonus Actions

Submerge. Croctopus can sink 20 ft into mud or water. Any Grappled creature makes DC 14 Str Saving throw or is pulled down with Croctopus. Any submerged creature must make a DC 13 Con Saving throw or take 1d6 psychic damage from drowning. Damage is taken at the top of grappled creatures turn. DC 14 Str Saving throw can be used as an action to break free from Croctopus. If successful creature can use movement during same round without an attack of opportunity from Croctopus.

Reactions

Attack of Opportunity 

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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.

Description

A giant octopus with a greenish brown scaly central torso with 8 15' long Crocodiles as arms ending with a 5' maw. It is horrible and terrifying to look at. Only the bravest or truly insane should attempt this Lovecraftian nightmare. 

Lair and Lair Actions

Murky bog covered in vines, fallen branches, and a thick fog.

Lair Actions

On initiative count 20 (losing initiative ties), the [Croctopus] takes a lair action to cause one of the following effects; the [Croctopus] can’t use the same effect two rounds in a row:

  • Grasping Vine DC 14 Dex Save 2 Targets or be restrained
  • Murky Bottom, anyone not standing on solid land DC 13 Dex Save or be immobilized until top of next turn as the mud goes soft and acts as a momentary quicksand.

Regional Effects

The region containing a legendary [Croctopus]’s lair is [Bog of Eternal Stench], which creates one or more of the following effects:

  • Heavy fog (20' site distance)
  • Putrid fetid smell. DC 13 Con save or take 1d4 poison damage when first entering bog

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Swamp

phillipjames509

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