This reptile lunges out of the placid water with shocking speed. Its jaw gapes open in a roar, its powerful tail lashing behind.
Environment: Warm rivers, warm marshes
Organization: 1-12
Proficiency Score: +3
Large; Neutral/Neutral; animal, reptile
Armor Class: 15 (+1 Dex, +2 Natural, -1 Size, +3 Proficiency)
Hit Points: 99 (9d8+27)
Speed: Land 20 feet, Swim 30 feet
Initiative: +1
STR | DEX | CON | INT | WIS | CHA |
19 (+4) | 12 (+1) | 17 (+3) | 1 (-5) | 12 (+1) | 2 (-4) |
Saves:
- Fortitude +6
- Reflex +4
- Will +1
Skills.
- Athletics +7
- Perception +4
- Stealth +4
Senses: Passive Perception 14; Low Light Vision 30 feet
Languages: None
Hold Breath (1 hour). A Crocodile can hold its breath for up to 1 hour before it risks drowning.
Spirit. Once per hour, a Crocodile can move at 6 times its Speed in a straight line.
Actions
Bite. Melee Strike +7/2/-3 (unarmed, versatile bludgeoning) with 1d10+4 piercing damage plus the Grabbed (DC 16) Condition.
Constrict. As part of the same action to maintain the Grabbed Condition, a Crocodile can constrict and deal 2d6+4 bludgeoning damage plus the Prone Condition. The Prone Condition cannot be removed until the Grabbed Condition has ended.
Tail. Melee Strike +7/2/-3 (unarmed) with 1d6+4 bludgeoning damage.