Library / Bestiary

Werecrocodile (Hybrid Form)

Humanoid NE Medium

Werecrocodiles merge the ruthless determination of a crocodile with the intelligence and adaptability of a humanoid. This fusion creates a maliciously cunning creature with no doubt of its own martial superiority.

STR
19
DEX
13
CON
16
INT
12
WIS
12
CHA
6
HP
30 (3d10+9)
AC
17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
Speed
30 ft., swim 20 ft.; sprint
Init
+5
Melee
bite +7 (1d8+4 plus grab and curse of lycanthropy), tail slap +2 (1d12+2)
BAB
+3
CMB
+7 (+11 grapple)
CMD
18
Fort
+8
Ref
+2
Will
+2; +1 vs. fear
DR
10/silver
Defensive Abilities
bravery +1

Weapons: Simple

curse of lycanthropy

Death Roll — When grappling a foe of its size or smaller, a werecrocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, the werecrocodile deals its bite damage, knocks the creature prone, and maintains the grapple.

grab

armor training 1

change shape (human, hybrid, and crocodile; polymorph)

hold breath

lycanthropic empathy (crocodiles and dire crocodiles)

Sprint — Once per minute, a werecrocodile can increase its land speed to 60 feet for 1 round.

Cleave from Feat

<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 &ndash;2 penalty to your Armor Class until your next turn.</p>

Great Fortitude from Feat

<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>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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>

Run from Feat

<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 +19

Details
Type
Humanoid
Alignment
NE
Size
Medium
Senses
low-light vision, scent; Perception +4
Languages
Common
Source
Bestiary 4
Sources Used in This Record
5 House/Core
  • 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.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.