Cryodile

CR 7 ambusher

huge elemental, unaligned

Armor Class: 17 (Natural Armor)
Hit Points: 115 (11d12+44)
Speed: 30 ft, swim 60ft
STR
21 (+5)
DEX
9 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws: STR +9 CON +8
Skills: Athletics +9 Stealth +3
Damage Vulnerabilities: Bludgeoning
Damage Resistances: Fire
Damage Immunities: Cold
Senses: Darkvision 60ft, Passive Perception 12

Amphibious: The cryodile can breathe underwater.

False Appearance: While the cryodile remains motionless, it appears as an inert ice floe.

Ambush Predator: The cryodile has advantage on initiative checks and attack rolls on the first turn of combat.

Actions

Multiattack: The cryodile makes one Bite and one Tail attack.

Bite: Melee weapon attack: +9 to hit, reach 5ft, one target. Hit: 18 (2d12+5) piercing damage plus 13 (2d12) cold damage. The target is also Grappled and Restrained in the cryodile's jaws (escape DC 17). The cryodile cannot attack other targets while it has a creature grappled.

Tail: Melee weapon attack: +9 to hit, reach 10ft, one target. Hit: 14 (2d8+5) bludgeoning damage.

In the frozen rivers of the polar regions of the Elemental Plane of Water, cryodiles lurk motionless, ready to strike at anything that comes too close. Sometimes, a cryodile enters the material plane through a rift.

These fearsome predators are covered in icy blue scales that are nigh impossible to melt. These scales are rare, but highly prized by artificers for their magical properties.