Monday, January 3, 2011

General Rules: Monsters - Crocodile

Crocodile (from the Monster Manual)
Medium Animal

Hit Dice: 3d8+9 (22 hit points)
Initiative: +1
Speed: 20 feet, swim 30 feet
Armor Class: 15 (+1 Dexterity, +4 natural); touch 11, flat-footed 14
BAB/Grapple: +2/+6
Attack: Bite +6 melee (1d8+6, bludgeoning, piercing, and slashing, 20 x2) or tail slap +6 melee (1d12+6, bludgeoning, 20 x2)
Full Attack: Bite +6 melee (1d8+6, bludgeoning, piercing, and slashing, 20 x2) or tail slap +6 melee (1d12+6, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fortitude +6, Reflex +4, Will +2
Abilities: Str 19, Int 1, Wis 12, Dex 12, Con 17, Cha 2
Skills: Hide +7 (+11 when in water, +21 when lying underwater), Listen +4, Spot +4, Swim +12
Feats: Skill Augmentation (Listen and Spot), Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary or colony (6 - 11)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4 - 5 HD (Medium)

Crocodiles are aggressive predators 11 to 12 feet long.

Crocodiles lie totally submerged in rivers or marshes with only their eyes and nostrils showing, waiting for prey to come within reach. They try to grab prey and drag it to the bottom.

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile established a hold on the opponent with its mouth and drags it into the deep water, attempting to pin it to the bottom.

Skills: A crocodile receives a +8 racial bonus on Swim checks to perform some special action or avoid a hazard. It can always choose to take 10 on Swim checks, even if rushed or threatened. It can use the run action while swimming provided it swims in a straight line. A crocodile gains a +4 racial bonus on Hide checks while in the water. A crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Crocodiles as Familiars
Crocodiles can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must take the Improved Familiar feat, and be at least a 5th-level caster. Arcane casters with crocodile familiars gain a +3 bonus to Swim checks.

Crocodiles as Animal Companions
If raised from an egg, a crocodile may be trained using Handle Animal. A 4th-level druid, 6th-level outdoorsman, or 4th-level ranger may take a crocodile as an animal companion with an effective druid level modifier of -3.

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