Kroxigor (5e Creature)

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Large humanoid (lizardfolk), neutral

Armor Class 13 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 30 ft., swim 30 ft.

20 (+5) 10 (+0) 16 (+3) 7 (-2) 10 (+0) 8 (-1)

Saving Throws Str +7, Con +5
Skills Athletics +9, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Draconic
Challenge 3 (700 XP)

Charge. If the kroxigor moves at least 20 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage.

Hold Breath. The kroxigor can hold its breath for 15 minutes.

Keen Smell. The kroxigor has advantage on Wisdom (Perception) checks that rely on smell.


Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, the kroxigor can automatically hit the target with its bite, and the kroxigor can't make bite attacks against other targets.

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

The kroxigors are a hulking variant of lizardfolk resembling large humanoid crocodiles. The perfect heavy workers for a lizardfolk tribe as well as the perfect shock troops.

Big, Green and Mean. Kroxigors are giant crocodilian relatives of the lizardfolk. Standing at 9 feet, they are hulking creatures, their bodies consisting of slabs of rock-hard muscle and massive jaws bristling with razor-sharp teeth. When enraged, they unleash their main form of speech—a blood-curdling roar that reverberates across the jungle. During battle, units of kroxigors are used as shock troops to batter enemy battlelines. In combat, formations of kroxigors and skinks prove unusually effective, with the skinks able to pepper foes with poisoned blowguns before crashing headlong into combat, where they are backed up by the crushing power provided by the mighty kroxigors. Because of their massive frames, kroxigors can easily reach over any intervening skinks, allowing the reptilian giants to pulp more than their share of any foe.

Hard Working Big Guys. Kroxigors form the working class in lizardfolk society. Their huge, muscular bodies are ideal to have kroxigors act as the main beasts of burden when constructing their towns and villages. Kroxigors lack any sort of complex thinking, relying on the smaller skinks to order them around and provide guidance. Kroxigors and skinks often fight together, while the skinks lure unsuspecting enemies into lower waters, the kroxigors lurk just below the surface before erupting and crushing them without mercy. Kroxigors are very friendly towards the skinks, defending them against all harm and following them even into the midst of battle. In peacetime, they build and keep the villages intact. In war, they take up weapons to defend them.

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