Werecrocodile

Werecrocodile

Creature 2

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.