Hold Breath. The crocodile can hold its breath for 15 minutes.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Frozen Armor. As a reaction to being attacked by a melee weapon, the Crocodile can freeze it’s skin, giving a +3 to AC for that round.
Description
Life in an elemental plane can change creatures, even those near a source of power on the material plane. The plane the creature gains power from determines what powers it gets, but all of them go through similar changes. They gain features of their plane, be it fluffy, cloud like fur on an air beast or crystals growing on an earth beast. Many become slightly more intelligent from their contact with the primal forces of creation, although not much more than a corvid or an ape. They also gain the ability to survive in their plane and similar environments. Fire beasts can survive in volcanos even if they can not normally for instance.
Templates are extra abilities and visuals that can be added to monsters. These templates are intended for creatures of beast level intelligence, as sentient creatures can take class levels. This does not stop you from applying these templates to anything or anyone though. To apply the template, either roll for abilities or pick them from the list below. Water Elemental Template beasts all get resistance to cold damage, and can speak primordial.
1)Elemental Might-The creature gains the Magic Initiate feat, but can only pick spells related to water. The spellcasting trait of the chosen feat is raised to 14 if it is not higher. This makes the spell DC 12, with +4 to hit. The CR of the creature is used as its caster level.
2)One with the Sea-The creature gains a 30ft swim speed. If it already has a swim speed, it is increased by 30ft.
3)Icy Strikes-All attacks add 1d6 cold damage on hit.
4)Hydro Blast- The creature unleashes a 30ft long, 5ft wide blast of water. Each creature in the line takes xd6 cold damage, and gets knocked prone. X is the CR of the creature. If the creature succeeds a DC 12+CR DEX check, they take half damage and are not knocked prone.
5)Strength of the Depths-The creature is immune to cold damage.
6)Frozen Armor-As a reaction to being attacked by a melee weapon, the creature can freeze it’s skin, giving a +3 to AC for that round.
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