CREATURE 2
Perception +7; low-light vision
Skills Athletics +8, Stealth +7 (+11 in water)
Str +4 Dex +1 Con +3 Int -5 Wis +1 Cha -4
Deep Breath The crocodile can hold its breath for about 2 hours.
AC 18; Fort +9, Ref +7, Will +5
HP 30
Speed 20 feet, swim 25 feet
Melee jaws +10, Damage 1d10+4 piercing plus Grab
Melee tail +10 (agile), Damage 1d6+4 bludgeoning
Aquatic Ambush When hiding in water, the crocodile can move up to 35 feet, traveling on water and land, up to a creature that doesn't see it and doesn't know where it is and make a Strike against that creature. The creature is flat-footed against the attack.
Death Roll (attack) The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against a creature it has grabbed. If it hits, it also knocks the creature prone. If it fails, it releases the creature.
Grab After succeeding at a jaws Strike, the crocodile can use this action to automatically give the target the grabbed condition until the end of the crocodile's next turn.
TiO, page 11.
Open Crocodile in the interactive creatures list or browse all creatures starting with C.