Werecrocodile (Hybrid Form)
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)
- 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
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.
armor training 1
change shape (human, hybrid, and crocodile; polymorph)
lycanthropic empathy (crocodiles and dire crocodiles)
Sprint — Once per minute, a werecrocodile can increase its land speed to 60 feet for 1 round.
Intimidate +4, Perception +4, Stealth +5, Survival +7, Swim +19
- Type
- Humanoid
- Alignment
- NE
- Size
- Medium
- Senses
- low-light vision, scent; Perception +4
- Languages
- Common
- Source
- Bestiary 4
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