King Crocodile

King Crocodile can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of

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King Crocodile

Huge beast, chaotic evil

King Crocodile can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. King Crocodile regains spent legendary actions at the start of his turn. Reposition. King Crocodile moves up to half his speed without provoking opportunity attacks . Tail. King Crocodile makes a tail attack.

Armor Class 19 (natural armor)

Hit Points 195 (17d12 + 85)

Speed 30 ft.

STR
22 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
15 (+2)
WIS
13 (+1)
CHA
15 (+2)

Saving Throws Con +9, Wis +5

Skills Intimidation +6, Perception +5, Stealth +6 Proficiency Bonus +4

Damage Vulnerabilities

Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks

Damage Immunities

Condition Immunities

Senses passive Perception 10

Languages Common, Rajiani

Challenge 12 (8.400 XP)

No special abilities.

Actions

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft.

Reactions

None.


⚠️ D&D Wiki Homebrew

This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki - King Crocodile (5e Creature)

This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.

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