Perception +7; low-light vision
Languages Common; crocodile empathy
Skills Athletics +8, Intimidation +7, Stealth +5 (+8 in water)
Str +4, Dex +1, Con +3, Int +0, Wis +3, Cha +1
Items hatchet (3), leather armor
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.
AC 16; Fort +9, Ref +5, Will +9
HP 55; Weaknesses silver 5
Speed 25 feet, swim 25 feet
Melee jaws +10, Damage 1d10+4 piercing plus curse of the werecrocodile and Grab
Melee tail +10 (agile), Damage 1d6+4 bludgeoning
Melee hatchet +10 (agile, sweep), Damage 1d6+4 slashing
Ranged hatchet +7 (agile, sweep, thrown 10 feet), Damage 1d6+4 slashing
Aquatic Ambush 30 feet
Change Shape (concentrate, polymorph, primal, transmutation) Medium human with fist for 1d4+2 bludgeoning, or crocodile with jaws for 2d6+4 piercing.
Curse of the Werecrocodile (curse, necromancy, primal) Saving Throw DC 15 Fortitude
Moon Frenzy (polymorph, primal, transmutation)
Twisting Thrash 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.
Werecrocodile
The curse of the werecrocodile instills powerful hunger, urges violent displays of dominance, and amplifies greed.