Speed: 20 feet, swim 30 feet
Armor Class: 15 (+1 Dexterity, +4 natural); touch 11, flat-footed 14
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
Alignment: Always neutral
Advancement: 4 - 5 HD (Medium)
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.
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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