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Two-headed Crocotroll
by Karl David BrownLarge Monstrosity, Unaligned
Armour Class 16 (natural armour)
Hit Points 76 (8d10+32)
Speed 30
STR 18 (+4), DEX 13 (+1), CON 19 (+4), INT 2 (-4), WIS 10 (+0), CHA 5 (-3)
Skills. Stealth +4
Senses. Passive perception 10
Languages. -
Challenge 5 (1800 xp)
Hold Breath. The monster can hold its breath for 1 hour.
Regeneration. The two-headed crocotroll regains 8 hit points at the start of its turn. If the two-headed crocotroll takes fire or acid damage, then this trait does not function on the start of the monster’s next turn. The crocotroll does only dies if the monster starts its turn with 0 hit points and does not regenerate.
Two Heads. The monster has two heads. The monster has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and unconsciousness.
Wakeful. When the monster sleeps at least one of its heads is awake.
ACTIONS
Multiattack: the monster can make up to four attacks. Two claw attacks and up to two bite attacks, if these are not occupied with grapples.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10+4) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained and this head cannot bite another target.
Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.“It has the body and claws of a huge troll, but covered in heavy, armoring scales, with twin crocodile heads.” Top Ballista
The crocotroll is an ambush predator. Use its stealth skill to hide in the forest and attempt to get a surprise round.Challenge: Defensive 3, offensive 6. Final 5