Rootmaw Crocodilian - AI-generated fantasy Monster

Rootmaw Crocodilian

Island boatmen call the creature rootmaw because its jaws often appear between mangrove roots before the rest of its body is visible. Some elders claim its kind guarded sacred waterways before the old empires of Davania declined. This individual has learned that travelers come searching for caches beneath large trees, so it has begun using the cache as bait by leaving portions of old wreckage and bones in plain sight.

LargeMonstrosity(Amphibious reptile)CR Moderate to high in water, moderate on dry groundUnaligned

Rootmaw Crocodilian

aquaticambusheramphibiouscrocodilianmangrovemonsterMystaraterritorialtidewater
HP95AC16SPD30 ft., swim 40 ft., The rootmaw can move through difficult terrain made of mud, shallow water, and exposed mangrove roots without extra movement.CR5 (1,800 XP)PerceptionStealthSurvival
STR
19
save
DEX
12
CON
18
save
INT
4
WIS
12
CHA
6
Amphibious. The rootmaw can breathe air and water.
Mangrove Camouflage. The rootmaw has advantage on Dexterity (Stealth) checks made in water, mud, or heavy mangrove cover. While motionless and submerged, it is indistinguishable from a root-covered log unless a creature succeeds on a Wisdom (Perception) check.
Root-Braced Body. The rootmaw has advantage on saving throws against being knocked prone, moved against its will, or grappled while it is in water or mud.
Tidal Ambush. If the rootmaw moves at least 20 feet straight toward a creature and then hits it with a Bite attack on the same turn, that target takes an extra 7 () piercing damage and must succeed on a Strength saving throw or be knocked prone.
Water Disturbance Sense. The rootmaw can hold its breath for 30 minutes and can sense significant disturbances in water within 60 feet, even without line of sight.
Multiattack. The rootmaw makes one Bite attack and one Tail attack. It can replace the Tail attack with a Dragging Surge if it has a creature grappled.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 15 () piercing damage. If the target is a Large or smaller creature, it is grappled, escape . Until this grapple ends, the target is restrained, and the rootmaw cannot bite another target.
Tail. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 11 () bludgeoning damage, and the target must succeed on a Strength saving throw or be knocked prone.
Dragging Surge. The rootmaw surges through shallow water or mud in a straight line up to 30 feet. Each creature in its path must make a Dexterity saving throw. On a failure, a creature takes 10 () bludgeoning damage, is knocked prone, and is pushed up to 10 feet. On a success, it takes half damage and is not pushed or knocked prone. The rootmaw can use this action only while in water or mud.
Bellow. The rootmaw releases a thunderous bellow. Each creature of its choice within 20 feet that can hear it must succeed on a Wisdom saving throw or be frightened until the end of the rootmaw's next turn. A creature that succeeds is immune to this rootmaw's Bellow for 24 hours.
Violent Thrash. When a creature within 10 feet of the rootmaw hits it with a melee attack, the rootmaw can make one Tail attack against that creature if the attacker is within range.
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