Werecrocodile

CREATURE 2

ne large beast human humanoid werecreature 

Perception +7; low-light vision

Languages Common; crocodile empathy

Skills Athletics +8, Intimidation +7, Stealth +5 (+8 in water)

Str +4 Dex +1 Con +3 Int +0 Wis +3 Cha +1

Items hatchet (3), leather armor

Crocodile Empathy (divination, primal) A werecrocodile can communicate with alligators, caimans, and crocodiles.

Deep Breath A werecrocodile can hold their breath for about 2 hours.

AC  16; Fort +9, Ref +5, Will +9

HP 55

Speed 25 feet, swim 25 feet

Melee [>] jaws +10, Damage 1d10+4 piercing plus curse of the werecrocodile and Grab

Melee [>] tail +10 (agile), Damage 1d6+4 bludgeoning

Melee [>] hatchet +10 (agile, sweep), Damage 1d6+4 slashing

Ranged [>] hatchet +7 (agile, sweep, thrown 10 feet), Damage 1d6+4 slashing

Aquatic Ambush [>] 30 feet

Change Shape [>] (concentrate, polymorph, primal, transmutation) Medium human with fist for 1d4+2 bludgeoning, or crocodile with jaws for 2d6+4 piercing.

Curse of the Werecrocodile (curse, necromancy, primal) Saving Throw DC 15 Fortitude.

Moon Frenzy (polymorph, primal, transmutation)

Twisting Thrash [>] Requirements The werecrocodile has a creature grabbed; Effect The werecrocodile makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If this Strike hits, it also knocks the target prone. If it fails, the werecrocodile releases the target.

Bestiary 3, page 293.

Open Werecrocodile in the interactive creatures list or browse all creatures starting with W.