Water Breathing. The cranioc can breathe only underwater.
Charging Ram. If the cranioc swims at least 20 feet straight toward a creature and then hits it with a Head Ram on the same turn, the target takes an extra 3 (1d6) bludgeoning damage.
Overcommitted Charge. If the cranioc misses with Head Ram after swimming at least 20 feet straight toward its target, it immediately moves 10 feet farther in the same direction. This movement provokes opportunity attacks normally. (If this movement would carry it into a solid obstacle, it stops at the obstacle and becomes stunned until the end of its next turn.)
Head Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is Medium or smaller, it must succeed on a DC 13 Strength saving throw or be pushed 10 feet directly away from the cranioc.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Description
An aggressive fishlike monster with a massive, bulbous crown. Craniocs use their reinforced heads to ram prey and challenge rivals, but a poorly aimed charge can leave them stunned against a wall.
Comments