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Ghoul CrocodileCreature 4


UncommonNELargeAmphibiousGhoulUndead
Source Pathfinder #182: Graveclaw
Perception +11 (corpse scent (imprecise), darkvision)
Languages none
Skills Athletics +12, Stealth +9
Str +4, Dex +1, Con +3, Int -5, Wis +1, Cha -4

AC 20; Fort +14; Reflex +11; Will +8;
HP 60 (negative healing)
Speed 20 feet (swim 25 feet)
Immunities death effects, disease, paralyzed, poison, unconscious

Jaws One Action +14 (+9, +4) to hit 2d8 + 6 Piercing
Tail One Action +14 (+10, +6) to hit (agile) 2d6 + 6 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Corpse Scent (Imprecise)

The ghoul crocodile can smell humanoid corpses in the water up to 1 mile away.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Aquatic Ambush One Action

Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.


Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Flat-Footed against this Strike.

Consume Flesh One Action (manipulate)

Requirements The ghoul crocodile is adjacent to the corpse of a creature that died within the last hour


Effect The ghoul crocodile devours a chunk of the corpse and regains 2d6 Hit Points. It can regain HP from any given corpse only once.

Death Roll One Action (attack)

Requirements The ghoul crocodile must have a creature Grabbed


Effect The ghoul 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 the grabbed creature. If it hits, it also knocks the creature Prone. If it fails, it releases the creature.

Ghoul Fever (disease)

Saving Throw DC 19 fortitude


Stage 1 carrier with no ill effect (1 day)

Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 2d6 negative damage and gains no benefit from healing (1 day)

Stage 5 as stage 4 (1 day)

Stage 6 dead, and rises as a ghoul the next midnight

Paralysis (incapacitation, necromancy, occult)

Any living non-elf creature hit by a ghoul crocodile's tail must succeed at a DC 20 fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.