Werecrocodile, Hybrid Form
Standing taller than a man, this humanoid figure wears filth-covered rags over its scaly form.
Werecrocodile, Hybrid Form (CR 3)
Medium Humanoid (Human, Shapechanger)Alignment: Neutral Evil
Initiative: +5
Senses: Low-Light Vision, Scent; Perception +4
Speed: 30 feet, Swim 20 feet ( sprint)
Space: 5 feet
Defense
Armor Class: 23, touch 11, flat-footed 16 (+1 Dex, +6 natural)Hit Points: 30 (3d10+9)
Saving Throws: Fort +8, Ref +2, Will +2; +1 vs. fear
bravery +1
Damage Reduction: 10/silver
Offense
Melee: bite +7 (1d8+4 plus Grab and curse of lycanthropy), tail slap +2 (1d12+2)Reach: 5 feet
Special Attacks: Curse of lycanthropy, death roll (1d8+4 plus trip), Grab
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
19 (+4) | 13 (+1) | 16 (+3) | 12 (+1) | 12 (+1) | 6 (-2) |
CMB +7 (+11 Grapple)
CMD 18
Feats: Cleave, Great Fortitude, Improved Initiative, Run
Skills: Intimidate +4, Perception +4, Stealth +5, Survival +7, Swim +19
Languages: Common
Special Qualities: armor training 1, Change Shape (human, hybrid, and crocodile; polymorph), Hold Breath, Lycanthropic Empathy (crocodiles and dire crocodiles), sprint
Special Abilities
Death Roll (Ex)
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 (Ex)
Once per minute, a werecrocodile can increase its land speed to 60 feet for 1 round.Ecology
Environment: Warm Rivers or MarshesOrganization: solitary, pair, or colony (3-12)
Treasure: NPC gear (mwk battleaxe, other treasure)
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.
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