Library / Bestiary

Werecrocodile (Hybrid Form)

Humanoid NE Medium HD 3

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.

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

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.

Universal Monster Rules

Change Shape (human, hybrid, and crocodile; polymorph) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Curse of Lycanthropy Su from Universal Monster Rule
A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope's size, this ability has no effect.
Grab Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Hold Breath Ex from Universal Monster Rule
The creature can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
Lycanthropic Empathy (crocodiles and dire crocodiles) Ex from Universal Monster Rule
In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

Special Abilities

Armor Training 1 from text
Bravery +1 from text
Death Roll from text
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.
Sprint from text
Once per minute, a werecrocodile can increase its land speed to 60 feet for 1 round.

Feats, Traits & Items

Cleave from Feat

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.

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Power Attack from Feat

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.

Run from Feat

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.

Situational: when making a jump after a running start: +4 untyped Acrobatics

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
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
5 House/Core
  • Uses feat: Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Great Fortitude (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Run (Feat) — core content under OGL 1.0a

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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.