Heavy Bomber
Bombardiro Crocodilo ignores difficult terrain while flying.
He cannot be knocked prone while airborne.
Carpet Bombing
Whenever Bombardiro Crocodilo flies at least 30 feet during his turn, choose one square (10-foot radius) he flew over.
That area becomes a Bomb Zone until the start of his next turn.
A creature entering or ending its turn there takes 2d6 fire damage.
Maximum of three Bomb Zones at one time.
Hardened Airframe
Critical hits against Bombardiro Crocodilo become normal hits.
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Multiattack
Bombardiro Crocodilo makes:
- Two Bomb Cannon attacks
- One Bite attack
Bomb Cannon
Ranged Weapon Attack: +11 to hit
Range: 150/600 ft.
Hit
3d10 + 7 fire damage
The target and creatures within 10 feet take an additional 2d6 fire damage (Dexterity DC 17 for half of the splash damage).
Crushing Bite
Melee Weapon Attack: +11 to hit
Reach 10 ft.
Hit
3d12 + 7 piercing damage
The target is grappled (escape DC 18).
While grappled, Bombardiro Crocodilo cannot bite another creature.
Bombing Run (Recharge 5–6)
Bombardiro Crocodilo flies up to his flying speed in a straight line.
Every creature within 10 feet of that path must make a DC 18 Dexterity saving throw.
Failure
- 8d8 fire damage
- knocked prone
Success
- Half damage
The affected path becomes difficult terrain until the end of Bombardiro Crocodilo's next turn due to burning debris.
Massive Payload (Recharge 6)
Choose a point within 120 feet.
Creatures within a 20-foot-radius sphere must make a DC 18 Dexterity saving throw.
Failure
- 10d10 fire damage
- blinded until the end of their next turn
Success
- Half damage
- Not blinded
Barrel Roll
Move up to half flying speed without provoking opportunity attacks.
Target Lock
Choose one creature within 120 feet.
Bombardiro Crocodilo has advantage on Bomb Cannon attacks against that creature until the end of his next turn.
Flak Burst
When hit by a ranged attack, Bombardiro Crocodilo detonates explosive scales.
Creatures within 10 feet of him must succeed on a DC 17 Dexterity saving throw or take 3d6 fire damage.
Fly
Move up to half flying speed.
Bomb Cannon
Make one Bomb Cannon attack.
Strafing Fire (Costs 2)
Choose up to three creatures within 120 feet.
Each must succeed on a DC 17 Dexterity saving throw or take 3d8 fire damage.
Air Raid (Costs 3)
Bombardiro Crocodilo creates three Bomb Zones anywhere on the battlefield within 120 feet.
These zones function exactly as Carpet Bombing zones and last until the start of his next turn.
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
Enter a general description for your monster 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.
Previous Versions
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7/31/2026 4:31:57 PM
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