Shapechanger.The werecrocodile can use its action to polymorph into a crocodile-humanoid hybrid, 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.
Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the werecrocodile makes two khopesh attacks. In hybrid form, it makes one bite attack and one khopesh attack.
Bite (Crocodile or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werecrocodile lycanthropy.
Khopesh (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Description
A werecrocodile is a savage predator that can appear as a humanoid, as a crocodile, or in a terrifying hybrid form: a crocodile-headed humanoid. In their human form, werecrocodiles are typically tall (sometimes up to 7 feet tall), thin, well muscled creatures with sharp features, a long nose and chin, a thin face with a noticeable overbite, and unnerving, steady stares.
Werecrocodiles are adept at swiftly changing form to gain an advantage against prey. In its crocodilian guise, a werecrocodile attempts to clamp upon its prey, then drown the helpless victim within the swamp. They prefer to catch potential enemies unaware by assuming their human forms and posing as harmless commoners. They change to crocodile form and attack as soon as their prey is within range.
One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.
Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.
Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.
A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form — or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.
Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.
PLAYER CHARACTERS AS LYCANTHROPES
A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form.
A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.
The following information applies to specific lycanthropes.
Werecrocodile. The character gains a Strength of 18 if his or her score isn’t already higher, and it can hold its breath for 15 minutes. Attack and damage rolls for the werecrocodile's bite attack are based on whichever is higher of the character’s Strength and Dexterity.
Comments