Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Action
Claws
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a croaker egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw 24 hours after the egg is implanted. A failed saving throw results in the host becoming violently ill, followed by a deep coma-like state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young croaker, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom (Medicine) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg.
Action
Morningstar
Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 11 (2d8 + 2) piercing damage.
Action
Multiattack
The Croaker brute makes one Bite and one Claws attack or one Bite and one Morningstar attack.
Special
Amphibious
The croaker can breathe air and water.
Special
Brute
A melee weapon deals one extra die of its damage when the croaker hits with it (included in the attack.
Special
Keen Smell
The croaker has advantage on Wisdom (Perception) checks that rely on smell.
Special
Slimy
Croakers continuously cover themselves with muck and slime. Creatures attempting to grapple a croaker do so with disadvantage.
Special
Standing Leap
The croaker's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.