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Skeletal CrocodileCreature 7


NEHugeMindlessSkeletonUndead
Source Pathfinder #180: The Smoking Gun
Perception +16 (darkvision)
Languages none
Skills Athletics +20, Intimidation +15
Str +7, Dex +2, Con +4, Int -5, Wis +2, Cha +2

AC 25; Fort +15; Reflex +15; Will +13;
HP 125 (negative healing)
Speed 30 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Resistances Cold 5, Electricity 5, Fire 5, Piercing 5, Slashing 5

Claw One Action +18 (+14, +10) to hit (agile, reach 10) 2d6+11 Slashing
Bite One Action +18 (+13, +8) to hit (reach 15) 2d6+11 Piercing
Tail One Action +18 (+14, +10) to hit (agile, reach 10) 2d6+11 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.

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.

Broad Swipe Two Actions

The crocodile makes two Strikes with its tail against two adjacent foes, both of whom are within its reach. The multiple attack penalty does not increase until after both attacks are resolved.

Reconfigure Three Actions

Part machine and part skeleton, the crocodile reconfigures its mechanical components, either reducing its size to Large or returning its size to Huge if it is currently Large.

Skull Shot Two Actions

The skeletal crocodile detaches its skull and fires it at a target within 30 feet, making a bite Strike. If the Strike is successful and the target is Large or smaller, the crocodile uses a heavy chain to retract its skull back to its body, dragging the targeted creature 30 feet.

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.


Huge giants and other enormous creatures make powerful skeletons.


Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.

Skeleton

This undead is made by animating a dead creature's skeleton with negative energy. An ability with this trait can be used or selected only by skeletons.