Perception +11; corpse scent (imprecise), darkvision
Skills Athletics +12, Stealth +9 (+13 in water)
Str +4, Dex +1, Con +3, Int –5, Wis +1, Cha –4
Corpse Scent The ghoul crocodile can smell humanoid corpses in the water up to 1 mile away.
AC 20; Fort +14, Ref +11, Will +8
HP 60, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious
Speed 20 feet, swim 25 feet
Melee jaws +14, Damage 2d8+6 piercing plus ghoul fever and Grab
Melee tail +14 (agile), Damage 2d6+6 bludgeoning and paralysis
Aquatic Ambush 35 feet
Consume Flesh (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 (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, occult, necromancy) 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.