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.
Lurker Below. The werecrocodile has advantage on Dexterity (Stealth) checks to remain hidden while submerged in water.
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: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage and the target is grappled (escape DC 14). 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: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing 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.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Description
The werecrocodile is an ancient predator—perhaps even the first lycanthrope, despite the infamy of the werewolf. It is a ruthless predator that haunts swamps and coastlines, ambushing prey without discrimination. Fortunately, werecrocodiles only kill to sate their hunger and reserve any malice or marauding for creatures that have dared to hunt them. Even prey that escape the werecrocodile’s deadly bite are free from its ire.
A werecrocodile possesses the strongest bite of any lycanthrope and can trap prey in its mighty jaws. Like its namesake, the werecrocodile makes one strike and then performs the infamous “death roll”—a maneuver in which it spins, whether on land or in water, to snap off the victim’s limb.
Like werewolves, a werecrocodile holds much sway over ordinary beasts of its kind, and will bask beside alligators and crocodiles, if only to fool hunters. Few werecrocodiles employ the beasts as guards or minions, seeing them as competition to its great hunger.
Werecrocodiles are often hollow, remorseless creatures incapable of love and empathy, considering emotion a weakness and other creatures as fools for tolerating it. A werecrocodile can deftly emulate emotions and uses these insincere displays to manipulate others, feigning remorse, regret, and even tears–right up until it sinks its titanic fangs into the fool that believed it.
On the other hand, a werecrocodile is strangely forgiving. Although it traffics in death, the predator rarely pursues prey that escapes its ambush, seeing them as worthy victors. This tolerance, however, vanishes when a creature makes an attempt on the werecrocodile’s life outside of an ambush. To be hunted by such “lesser” creatures is a grave insult to a werecrocodile’s ego, with the lycanthrope formenting resentment until it blossoms into revenge, driven to hunt down its own hunter, even if such a quest is impractical.
Previous Versions
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