Large Humanoid (Human, Shapechanger), Neutral Evil
Armor Class 10 in humanoid form, 13 in crocodile or hybrid form
Hit Points 93 (11d10 + 33)
Speed 30 ft., Swim 30 ft.
STR
17 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
9 (-1)
WIS
13 (+1)
CHA
8 (-1)
Saving Throws CON +5
Skills Perception +3, Stealth +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 13
Languages One language (can't speak in crocodile form)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Shapechanger. The werecrocodile can use its action to polymorph into a crocodile-humanoid hybrid or into a crocodile, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Hold Breath. The werecrocodile can hold its breath for 15 minutes.

Camouflage. The werecrocodile has advantage on Dexterity (Stealth) checks when hiding in murky waters.

Relentless (Recharges after a Short or Long Rest). If the werecrocodile takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack (Humanoid or Hybrid Form Only). The werecrocodile makes two attacks, only one of which can be a bite attack.

Primitive Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Bite (Crocodile or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecrocodile lycanthropy.

Monster Tags: Shapechanger

Habitat: CoastalGrasslandSwampUnderwaterUrban

DeadSparrow13

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