Sei sulla pagina 1di 1

Feymire Crocodile

Huge plant, unaligned

Armor Class 15 (natural armor)


Hit Points 190 (20d12 + 60)
Speed 40 ft., swim 50 ft.

STR DEX CON INT WIS CHA


25 (+7) 14 (+2) 15 (+2) 2 (-4) 12 (+1) 9 (-1)

Saving Throws Str +12, Con +7


Skills Stealth +7
Senses passive Perception 11
Languages Common
Challenge 9 (5,000 XP)

Hold Breath. The crocodile can hold its breath for


30 minutes.
Regeneration. The crocodile regains 20 hit points at
the start of its turn if it has at least 1 hit point and
is within 500 ft. of plant life.

Actions
Multiattack. The feymire crocodile makes two
attacks: one with its bite and one with its tail. It
can't make both attacks against the same target.
Bite. Melee Weapon Attack: +12 to hit, reach 10ft.,
one target. Hit: 33 (4d12 + 7) piercing damage. If
the target is a Medium or smaller creature, it is
grappled (escape DC 17). Until this grapple ends,
the target is restrained, and the crocodile can't bite
another target.
Tail. Melee Weapon Attack: +12 to hit, reach 10ft.,
one target. Hit: 20 (3d8+ 7) piercing damage. On a
hit, the target must succeed Con Save of DC 14 or
the creature can’t take reactions until the start of its
next turn and rolls a d8 to determine what it does.
On a 1 to 4, the creature does nothing. On a 5 or 6,
the creature takes no action but uses all of its
movement to move in a random direction. On a 7
or 8, the creature makes one melee attack against a
random creature, or does nothing if no creature is
within reach.
Swallow. The crocodile makes one bite attack
against a Medium or smaller target it is grappling
(in its mouth). If the attack hits, the target is also
swallowed, and the grapple ends. While swallowed,
the target is blinded and restrained. While
swallowed, the target has total cover against all
attacks and other effects outside the crocodile, and
it takes 21 (6d6) acid damage at the start of each
of the crocodile’s turns. A feymire crocodile can
have only one creature swallowed at a time.

Potrebbero piacerti anche