Hold Breath. The Werecroc can hold its breath for 1 hour.
Keen Sight and Smell. The werecroc has advantage on Wisdom (Perception) checks that rely on sight or smell.
Regeneration. The werecroc regains 10 hit points at the start of each of its turns. If the werecroc takes damage from a silver weapon, this trait doesn’t function at the start of the werecroc’s next turn. The werecroc dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Multiattack. (Humanoid or Hybrid Form Only). The werecroc makes two attacks, only one of which can be a bite attack.
Bite (Crocodile or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the werecroc can't bite another target. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecroc lycanthropy.
Claws. (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Change Shape. The werecroc polymorphs into a Large crocodile–humanoid hybrid or into a Large crocodile, or back into its humanoid form. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its humanoid form if it dies.
Description
A werecroc is a patient predator, but behind that veneer lies a ferocious beast. In humanoid form, a werecroc has very rough skin and a noticeable underbite. Most werecroc patiently wait in crocodile form in large bodies of water, lashing out at prey that draws too near, typically entering hybrid form to attack prey further inland. Most werecrocs build simple dens near rivers, lakes, and swamps, and while they tend to dislike others of their kind, multiple werecrocs might hunt in the same area, and a werecroc that hunts particularly well might share its spoils with other werecrocs.
Werecroc Lycanthropy. The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in crocodile or hybrid form (from natural armour). Attack and damage rolls for the natural weapons are based on Strength.
Previous Versions
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