Homebrew Crocodilians Species Details

The crocodilians are humanoid crocodiles that lurk in swamplands. Their tendency to fight can be reflected by their physical appearance. They have a reptilian layer of scales that cover their bodies and a large snout which conceals rows of dangerously sharp teeth. Their hands and feet are also outfitted with sharp claws. They are frequently mistaken as overly-muscular lizardfolk with their thick tails and reptilian appearance. However, they take pride in their race and will take great offense to those who mistake them as such.

Crocodilians are a rare species related to lizardfolk. They live in swamps that men have learned to avoid, usually for good reason. Little is known about their history because they don't care enough to pass it on. While they may seem large and fierce, they have a soft side to them that takes years of trust to appear. When they're around those that they have known for a long time, they are rather gentle creatures and care dearly for their allies.

 

Crocodilians Traits

Due to the harsh environment Corcodillians have evolved in, they have developed many natural strengths to become the top predators.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Speed

Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Size

Crocodilians are taller and heavier than humans, averaging over 7 feet tall and weighing almost 300 pounds. Your size is Medium.

Age

Crocodilians mature at 17 years old, and usually live to be around 70 years old.

Ability Score Increase

Your Constitution score increases by 2, and your Strength score increases by 1.

Increasing Lethality

The number of dice for each of your natural weapons increases from 1 to 2 at level 5, from 2 to 3 at level 11, and from 3 to 4 at level 17.

Claws

You have sharp claws for tearing through flesh. You have claws that count as natural weapons and deal 1d4 slashing damage + your Strength modifier.

Crushing Bite

You can use your sharp teeth and powerful jaws as a weapon. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier.

Tail Attack

You can also use your tail as a weapon. As an action, you can make an attack with your tail against a Large or smaller creature. If the attack hits, it deals bludgeoning damage equal to 1d8 + your Strength modifier. Starting at level 11, enemies must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw is equal to 8 + your Strength modifier + your proficiency bonus. Enemies who have been swept by this attack once are on guard for it and can no longer be knocked prone by it for the rest of that combat.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hold Breath

Crocodillians can hold their breath for an hour, both on land and while underwater.

Aquatic Hunter

You are proficient in the Stealth skill. In addition, you have advantage on any Dexterity (Stealth) checks you make while underwater. You have a swimming speed equal to your walking speed.

Natural Armor

Your AC is determined by your Constitution modifier, thanks to your tough, scaly skin (your Dexterity modifier only affects armor). When you aren't wearing armor, your AC is equal to 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

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