No creature can perceive the existence of the Unremarkable Crocodile—it appears as though it simply isn’t there. Even when it touches, moves, or injures another creature, that creature only perceives the events occurring, not the crocodile itself. Any attempt to warn or remind another creature of the crocodile’s presence is ignored and has no effect.
When the crocodile deals damage to a creature within its line of sight, that creature can make a DC 15 Intelligence saving throw. On a success, the creature perceives the crocodile until the end of its next turn. Afterward, it immediately forgets the creature’s existence, the battle, and any injuries it sustained from it. A creature protected by a mind blank spell is immune to this effect.
The Unremarkable Crocodile cannot be targeted or detected by any divination spell or seen through magical sensors. Furthermore, any record containing information about it has a 50% chance to lose all such information every 24 hours.
---
Actions
Multiattack. The crocodile makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage, and the target is grappled (escape DC 14).
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
---
Forest Unremarkable Crocodile
A gargantuan monstrosity, unaligned
Armor Class: 23 (natural armor) Hit Points: 330 (20d20 + 120) Speed: 80 ft., swim 80 ft.
STR 27 (+8) DEX 10 (+0) CON 23 (+6) INT 5 (–3) WIS 16 (+3) CHA 10 (+0)
No creature can consciously perceive the Unremarkable Crocodile’s existence—it appears as though it isn’t there at all. Even when it touches or acts in plain view, creatures rationalize what they see or ignore what cannot be rationalized. Any attempt, verbal or otherwise, to alert others to its presence is disregarded.
When the crocodile deals damage to a creature within sight, that creature can make a DC 21 Intelligence saving throw. On a success, it perceives the crocodile until the end of its next turn. After that, it immediately forgets all knowledge of the crocodile and the fight itself. A wish spell can grant a creature immunity to this effect for 1 hour, but even then it cannot recall past encounters with the crocodile.
The Unremarkable Crocodile cannot be targeted or detected by divination magic or magical sensors. Any record containing information about it vanishes completely after 24 hours.
---
Unremarkable Prey.
Creatures slain by the Unremarkable Crocodile are forgotten by all other beings, and all traces of their existence are rationalized or ignored. Any records containing information about them are instantly erased. A wish spell can restore such memories or records for 1 hour.
---
Actions
Multiattack. The crocodile makes three attacks in any combination.
Erasing Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) hit point reduction (not damage).
Rending Claws. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) slashing damage. On a roll of 17–20, the attack is a critical hit and inflicts a random injury.
Tail Sweep. Melee Weapon Attack: +13 to hit, reach 20 ft., up to three targets. Hit: 26 (4d8 + 8) bludgeoning damage.
---
Reactions
The Unremarkable Crocodile can take one reaction on each turn.
Was Never There. When the crocodile is targeted by an attack or effect, it may cause the effect to fail as though it had never been a valid target in the first place.
Due to how hard they are to fight, you need to lower all of their stats, otherwise they're a guaranteed TPK in a level-appropriate encounter. Also, the forest crocodile does an ungodly amount of damage.
Why is the crocodile able to be considered invisible (No creature can perceive the existence...cannot be targeted or detected by...)? This is so very powerful.
The bite should really be bludgeoning as the danger is not the teeth, but the crushing jaws. The DC 14 from being grappled should probably be higher. A weakness should be that the monster goes to sleep if flipped upside down. Another weakness is the jaw if shut can easily be tied shut. There is no strength to open the jaw, just close & keep it shut. If it is dark another weakness is the red glowing eyes/dots if a beam of light is pointed at the eyes.
Remove the claw attack, if you must have it, the reach is only 5'
Bite attack should only be one attack. But once connected/made damage every turn.
Your suggestion is very valid, and I will indeed tone down their stats. However, I'd like to provide some context for the other parts:
The crocodile's Bite attack deals piercing damage because all crocodile bite attacks provided by Wizards of the Coast deal piercing damage.
The escape DC is based on Strength (10 + Strength modifier of 4).
The Claw attack having a 10-foot reach is because the Forest Unobtrusive Crocodile is described as being over 60 feet long and is an agile, powerful forest hunter whose limbs play a more significant role than those of a typical crocodile.
Indeed, I should tone down their damage. The high stats were mainly because the optimization level of the player characters is starting to worry me. Thanks for the advice.
It's an interesting mechanic, but the CR is way off; the 'unremarkable' mechanic is a huge defensive bonus. I'd probably call the swamp version CR 10, and put the forest version in the mid to high 20s.
The crocodile's Bite attack deals piercing damage because all crocodile bite attacks provided by Wizards of the Coast deal piercing damage.
While I have more experience with alligators vice crocs, the teeth just hold the prey, the real damage is from the jaw pressure. Babies have sharp teeth. Older ones have been worn down. Kind of like a bear trap you see in Movies. The trap closes, and you need a crowbar to open it, but the jagged edge is more for grip, not damage. I understand why WOTC will have piercing damage if you have no idea about the creature. It looks like the teeth do damage, not the jaw. But the jaw will not let go, allowing the creature to drag prey into water, and drown it. The creature can also do a fast spin to disorient and tear tendons holding the limb to the body itself. But that is more for a smaller creature to maneuver, a 60 footer probably cant, not needs to. As a real world example, a small 3' gator can take down 100+ pound dogs.
The Unobtrusive Crocodile is... a crocodile, yet people rarely recall its existence. Even when seen directly, it is often dismissed like a small stone — right before being devoured by the creature.
It wasn’t until a mage, who happened to be under the effect of a mind barrier, pulled his follower from the crocodile’s jaws that the truth came to light. The follower reported having no idea what had happened. Only then did people manage to document the creature in biological illustrations — though most forget what they read almost immediately. Sometimes, even machines seem to forget to print information about it.
There are two main subspecies of Unobtrusive Crocodile: the Swamp Unobtrusive Crocodile, which is relatively small with adults reaching about 15 feet in length, and the Forest Unobtrusive Crocodile — a colossal beast up to 60 feet long.
-And just to note, the AI previously missed translating the background section — I'm providing it now.
Regarding the background details, the Unobtrusive Crocodile's hunting skills are far clumsier and more simplistic compared to ordinary crocodiles: they ambush prey, but essentially just stand openly in plain sight — for example, right in the middle of a path — biting their targeted prey to death, one chunk at a time. After all, for most typical prey (wild animals and various less intelligent ordinary creatures), realizing the presence of an Unobtrusive Crocodile is virtually impossible.
Yes... My game environment is filled with extensive house rules, and the players' power level is significantly above standard — that's why the CR was set so low. In a normal environment, CR 7–8 and CR 18–21 would be more appropriate. The reason it isn't set at 10 is that the Swamp Unobtrusive Crocodile can barely deal any meaningful damage to players above 10th level, and as long as the players succeed on a single saving throw, it would be defeated almost instantly.
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Swamp Unremarkable Crocodile
A large monstrosity, unaligned
Armor Class: 16 (natural armor)
Hit Points: 75 (10d10 + 20)
Speed: 40 ft., swim 40 ft.
STR 19 (+4) DEX 10 (+0) CON 14 (+2) INT 3 (–4) WIS 12 (+1) CHA 8 (–1)
Skills: Perception +3
Damage Resistance: Force
Condition Immunities: Charmed
Senses: Darkvision 60 ft., passive Perception 11
Languages: —
Challenge: 5 (Proficiency Bonus +3)
---
Unremarkable Crocodile.
No creature can perceive the existence of the Unremarkable Crocodile—it appears as though it simply isn’t there. Even when it touches, moves, or injures another creature, that creature only perceives the events occurring, not the crocodile itself. Any attempt to warn or remind another creature of the crocodile’s presence is ignored and has no effect.
When the crocodile deals damage to a creature within its line of sight, that creature can make a DC 15 Intelligence saving throw. On a success, the creature perceives the crocodile until the end of its next turn. Afterward, it immediately forgets the creature’s existence, the battle, and any injuries it sustained from it. A creature protected by a mind blank spell is immune to this effect.
The Unremarkable Crocodile cannot be targeted or detected by any divination spell or seen through magical sensors. Furthermore, any record containing information about it has a 50% chance to lose all such information every 24 hours.
---
Actions
Multiattack. The crocodile makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage, and the target is grappled (escape DC 14).
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
---
Forest Unremarkable Crocodile
A gargantuan monstrosity, unaligned
Armor Class: 23 (natural armor)
Hit Points: 330 (20d20 + 120)
Speed: 80 ft., swim 80 ft.
STR 27 (+8) DEX 10 (+0) CON 23 (+6) INT 5 (–3) WIS 16 (+3) CHA 10 (+0)
Skills: Perception +3
Damage Resistance: Force
Condition Immunities: Charmed
Senses: Darkvision 60 ft., passive Perception 11
Languages: —
Challenge: 14 (Proficiency Bonus +5)
---
Unremarkable Crocodile.
No creature can consciously perceive the Unremarkable Crocodile’s existence—it appears as though it isn’t there at all. Even when it touches or acts in plain view, creatures rationalize what they see or ignore what cannot be rationalized. Any attempt, verbal or otherwise, to alert others to its presence is disregarded.
When the crocodile deals damage to a creature within sight, that creature can make a DC 21 Intelligence saving throw. On a success, it perceives the crocodile until the end of its next turn. After that, it immediately forgets all knowledge of the crocodile and the fight itself. A wish spell can grant a creature immunity to this effect for 1 hour, but even then it cannot recall past encounters with the crocodile.
The Unremarkable Crocodile cannot be targeted or detected by divination magic or magical sensors. Any record containing information about it vanishes completely after 24 hours.
---
Unremarkable Prey.
Creatures slain by the Unremarkable Crocodile are forgotten by all other beings, and all traces of their existence are rationalized or ignored. Any records containing information about them are instantly erased. A wish spell can restore such memories or records for 1 hour.
---
Actions
Multiattack. The crocodile makes three attacks in any combination.
Erasing Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) hit point reduction (not damage).
Rending Claws. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) slashing damage. On a roll of 17–20, the attack is a critical hit and inflicts a random injury.
Tail Sweep. Melee Weapon Attack: +13 to hit, reach 20 ft., up to three targets. Hit: 26 (4d8 + 8) bludgeoning damage.
---
Reactions
The Unremarkable Crocodile can take one reaction on each turn.
Was Never There. When the crocodile is targeted by an attack or effect, it may cause the effect to fail as though it had never been a valid target in the first place.
——————————
Translated by AI, not sure if it’s accurate.
Due to how hard they are to fight, you need to lower all of their stats, otherwise they're a guaranteed TPK in a level-appropriate encounter. Also, the forest crocodile does an ungodly amount of damage.
Why is the crocodile able to be considered invisible (No creature can perceive the existence...cannot be targeted or detected by...)? This is so very powerful.
The bite should really be bludgeoning as the danger is not the teeth, but the crushing jaws. The DC 14 from being grappled should probably be higher. A weakness should be that the monster goes to sleep if flipped upside down. Another weakness is the jaw if shut can easily be tied shut. There is no strength to open the jaw, just close & keep it shut. If it is dark another weakness is the red glowing eyes/dots if a beam of light is pointed at the eyes.
Remove the claw attack, if you must have it, the reach is only 5'
Bite attack should only be one attack. But once connected/made damage every turn.
Your suggestion is very valid, and I will indeed tone down their stats. However, I'd like to provide some context for the other parts:
The crocodile's Bite attack deals piercing damage because all crocodile bite attacks provided by Wizards of the Coast deal piercing damage.
The escape DC is based on Strength (10 + Strength modifier of 4).
The Claw attack having a 10-foot reach is because the Forest Unobtrusive Crocodile is described as being over 60 feet long and is an agile, powerful forest hunter whose limbs play a more significant role than those of a typical crocodile.
Indeed, I should tone down their damage. The high stats were mainly because the optimization level of the player characters is starting to worry me. Thanks for the advice.
It's an interesting mechanic, but the CR is way off; the 'unremarkable' mechanic is a huge defensive bonus. I'd probably call the swamp version CR 10, and put the forest version in the mid to high 20s.
The crocodile's Bite attack deals piercing damage because all crocodile bite attacks provided by Wizards of the Coast deal piercing damage.
While I have more experience with alligators vice crocs, the teeth just hold the prey, the real damage is from the jaw pressure. Babies have sharp teeth. Older ones have been worn down. Kind of like a bear trap you see in Movies. The trap closes, and you need a crowbar to open it, but the jagged edge is more for grip, not damage. I understand why WOTC will have piercing damage if you have no idea about the creature. It looks like the teeth do damage, not the jaw. But the jaw will not let go, allowing the creature to drag prey into water, and drown it. The creature can also do a fast spin to disorient and tear tendons holding the limb to the body itself. But that is more for a smaller creature to maneuver, a 60 footer probably cant, not needs to. As a real world example, a small 3' gator can take down 100+ pound dogs.
The Unobtrusive Crocodile is... a crocodile, yet people rarely recall its existence. Even when seen directly, it is often dismissed like a small stone — right before being devoured by the creature.
It wasn’t until a mage, who happened to be under the effect of a mind barrier, pulled his follower from the crocodile’s jaws that the truth came to light. The follower reported having no idea what had happened. Only then did people manage to document the creature in biological illustrations — though most forget what they read almost immediately. Sometimes, even machines seem to forget to print information about it.
There are two main subspecies of Unobtrusive Crocodile: the Swamp Unobtrusive Crocodile, which is relatively small with adults reaching about 15 feet in length, and the Forest Unobtrusive Crocodile — a colossal beast up to 60 feet long.
-And just to note, the AI previously missed translating the background section — I'm providing it now.
Thank you for your suggestions.
Regarding the background details, the Unobtrusive Crocodile's hunting skills are far clumsier and more simplistic compared to ordinary crocodiles: they ambush prey, but essentially just stand openly in plain sight — for example, right in the middle of a path — biting their targeted prey to death, one chunk at a time. After all, for most typical prey (wild animals and various less intelligent ordinary creatures), realizing the presence of an Unobtrusive Crocodile is virtually impossible.
Yes... My game environment is filled with extensive house rules, and the players' power level is significantly above standard — that's why the CR was set so low. In a normal environment, CR 7–8 and CR 18–21 would be more appropriate. The reason it isn't set at 10 is that the Swamp Unobtrusive Crocodile can barely deal any meaningful damage to players above 10th level, and as long as the players succeed on a single saving throw, it would be defeated almost instantly.