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

StrDexConIntWisCha
19 (+4) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 6 (-2)
Base Attack Bonus: +3
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 Marshes
Organization: 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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