Werecrocodile (Human Form)
- HP
- 27 (3d10+6)
- AC
- 11, touch 11, flat-footed 10 (+1 Dex)
- Speed
- 30 ft.
- Init
- +5
- Melee
- mwk battleaxe +7 (1d8+3/×3)
- BAB
- +3
- CMB
- +6
- CMD
- 17
- Fort
- +7
- Ref
- +2
- Will
- +2 (+1 vs. fear)
- Defensive Abilities
- bravery +1
Weapons: Simple
armor training 1
change shape (human, hybrid, and crocodile; polymorph)
lycanthropic empathy (crocodiles and dire crocodiles)
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.</p>
Intimidate +4, Perception +4, Stealth +5, Survival +7, Swim +11
- Type
- Humanoid
- Alignment
- NE
- Size
- Medium
- Environment
- warm rivers or marshes
- Organization
- solitary, pair, or colony (3–12)
- Treasure
- NPC gear (mwk battleaxe, other treasure)
- Senses
- low-light vision, scent; Perception +4
- Languages
- Common
- Source
- Bestiary 4
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Run (Feat)House/Core — covered by the site's Section 15.
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