Mireglass Crocodile - AI-generated fantasy Monster

Mireglass Crocodile

The first Mireglass Crocodiles were ordinary rainforest predators that nested beneath the Weeping Root. Decades of magical rainfall caused mineral-rich water to crystallize across their hides. As the rain intensified, the crocodiles became living indicators of ecological collapse. Their migration follows pressure changes in the flooded earth, often preceding landslides, sinkholes, and sudden surges in the river system.

HugeMonstrosity(Aquatic reptile)CR HighUnaligned

Mireglass Crocodile

Verdant MawRainforestAquaticAmbush PredatorMagical BeastEnvironmental EncounterReflective CamouflageQuest Guardian
HP168AC17SPD30 ft., Swim 50 ft.CR8 (3,900 XP)PerceptionStealthSurvival
STR
20
save
DEX
12
CON
18
save
INT
4
WIS
14
save
CHA
6
Amphibious Hunter. The crocodile can hold its breath for 1 hour. It has advantage on Dexterity (Stealth) checks made in water, heavy rain, or among reflective ruins.
Rain-Mirror Veil. While in water, heavy rain, or within 30 feet of a reflective wet surface, attack rolls against the crocodile have disadvantage unless the attacker has blindsight, tremorsense, or is carrying a red sunstone shard. This trait is suppressed by dry heat or thunder damage as described in the statblock notes.
Blackwater Surge. If the crocodile moves at least 20 feet while swimming, its next Bite attack before the end of the turn deals an extra 7 () piercing damage and does not provoke opportunity attacks. The crocodile can move through the space of a creature it is grappling while swimming.
Pressure Sense. The crocodile senses vibrations through water and wet stone. It knows the location of every creature touching the same body of water within 60 feet, unless that creature is motionless and succeeds on a Dexterity (Stealth) check.
Displaced Guardian. The crocodile is not automatically hostile. If the party has not harmed it, a character can use an action to present storm-sap and make a Wisdom (Animal Handling) check. On a success, the crocodile stops attacking for 1 minute and observes the party. Restoring the spawning pool makes it permanently nonhostile toward the party.
Multiattack. The crocodile makes one Bite attack and one Tail attack. It can replace the Bite attack with Swallow against a creature it is grappling.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 18 () piercing damage plus 4 () slashing damage from mineral plates. If the target is a Large or smaller creature, it is grappled, escape . Until this grapple ends, the target is restrained, and the crocodile cannot bite another target.
Tail. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 16 () bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a Strength saving throw or be pushed up to 15 feet and knocked prone.
Swallow. The crocodile makes one Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the Bite damage and is swallowed. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the crocodile, and takes 14 () acid damage at the start of each of the crocodile's turns. If the crocodile takes 20 or more damage on a single turn from a creature inside it, it must succeed on a Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in an unoccupied space within 10 feet of it.
Storm-Sap Breath. The crocodile exhales a burst of storm-sap vapor in a 30-foot cone. Each creature in that area must make a Constitution saving throw, taking 22 () lightning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also disoriented until the end of its next turn. While disoriented, it cannot take reactions and treats all terrain as difficult terrain. The crocodile cannot use this action again until it recharges on a 5 or 6 at the start of its turn.
Refraction. When a creature the crocodile can see within 10 feet is targeted by an attack while the crocodile is in water or rain, the crocodile shifts its plates and creates a distorted reflection. The attacker must reroll the attack and use the new roll. The crocodile can use this reaction three times, regaining all expended uses after a short or long rest.
Current-Step. The crocodile moves up to half its swimming speed without provoking opportunity attacks.
Tail Sweep. The crocodile makes a Tail attack.
Reflected Terror (Costs 2 Actions). The crocodile forces one creature it can see within 30 feet to make a Wisdom saving throw. On a failure, the creature is confused by refracted reflections and has disadvantage on its next attack roll before the end of its next turn.
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