Medium Humanoid (Any Race, Shapechanger), Neutral Evil
Armor Class 13 in humanoid form, 15 in crocodile or hybrid form
Hit Points 120 (16d8 + 48)
Speed 30 ft., Swim 40 ft. in crocodile or hybrid form
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
13 (+1)
WIS
15 (+2)
CHA
11 (+0)
Skills Athletics +7, Deception +6, Perception +5, Stealth +6
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 15
Languages Common (can't speak in crocodile form)
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Shapechanger. The werecrocodile can use its action to polymorph into a Large crocodile-humanoid hybrid or into a Large crocodile, or back into its true form, which is humanoid. 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 true form if it dies.

Hold Breath. The werecrocodile can hold its breath for up to 1 hour.

Keen Sight and Smell. The werecrocodile has advantage on Wisdom (Perception) checks that rely on sight or smell.

Lunge (3/Day). When the werecrocodile makes a melee attack, it can increase the reach of that attack by up to 10 feet.

Lurker Below. The werecrocodile has advantage on Dexterity (Stealth) checks to remain hidden while submerged in water.

Actions

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

Bite (Crocodile or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained and the werecrocodile can’t bite another target. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werecrocodile lycanthropy.

Claw (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.

Tail (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage.

Death Roll (Crocodile or Hybrid Form Only). While grappling a creature with its bite, the werecrocodile rolls over. The creature must succeed on a DC 14 Constitution saving throw, taking 13 (3d6) on a failed save, or half as much on a successful one. If the werecrocodile and its target are both submerged in water when this occurs, the damage increases to 17 (5d6) bludgeoning damage.

Scimitar (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage.

Heavy Crossbow (Humanoid Form Only). Ranged Weapon Attack: +6 to hit, range 100/400 ft., one creature. Hit: 8 (1d10 + 3) piercing damage.

Reactions

Lunge (Crocodile or Hybrid Form Only). The werecrocodile can make an opportunity attack using its bite against a creature that moves within 5 feet of it.

Description

A werecrocodile that bucks the norm and begins to hunt for sport is known as a menace by seasoned monster hunters. These lycanthropes exert great control over their curse and lose themselves only during moments of extreme duress. Selling their services as bounty hunters, menaces leave behind their territory to comb other lands for prey. Many find employment with nobility and expeditionaries.

Monster Tags: Shapechanger

Habitat: SwampUnderwater

Gregzilla311

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