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WerecrocodileCreature 2


NELargeBeastHumanHumanoidWerecreature
Source Pathfinder Bestiary 3
Perception +7 (low-light vision)
Languages Common, Crocodile Empathy
Skills Athletics +8, Intimidation +7, Stealth +5
Str +4, Dex +1, Con +3, Int +0, Wis +3, Cha +1

AC 16; Fort +9; Reflex +5; Will +9;
HP 55
Speed 25 feet (swim 25 feet)
Weaknesses Silver 5

Jaws One Action +10 (+5, +0) to hit 1d10+4 Piercing
Tail One Action +10 (+6, +2) to hit (agile) 1d6+4 Bludgeoning
Hatchet One Action +10 (+6, +2) to hit (agile, sweep) 1d6+4 Slashing
Hatchet One Action +7 (+3, -1) to hit (agile, sweep, thrown 10) 1d6+4 Slashing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

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.

Aquatic Ambush One Action

30 feet


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.

Change Shape One Action (concentrate, polymorph, primal, transmutation)

The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.

In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.

In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Curse of the Werecrocodile (curse, necromancy, primal)

This curse affects only humanoids.


Saving Throw DC 15 fortitude

On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werecrocodile until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.

Moon Frenzy (polymorph, primal, transmutation)

When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws Strike (or a similar Strike) by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for 2d4 hours.

Effect: Moon Frenzy

Twisting Thrash One Action

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.

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.


The curse of the werecrocodile instills powerful hunger, urges violent displays of dominance, and amplifies greed.


Werecreatures are humanoids who transform into animals and animal-humanoid hybrids under the light of the full moon. The fate of these shapechanging creatures derives from an ancient primal curse that they can, in turn, transmit through their own bites. The stat blocks in this section reflect werecreatures in their hybrid forms.


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.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.