Homebrew Crocodilian 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.

Crocodilian Traits

Crocodilians share certain traits due to their reptilian descent.

Ability Score Increase

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

Age

Crocodilians age slowly, reaching maturity at about 50. They can live to be over 300 years old.

Alignment

When it comes to the morality of the Crocodilians, they vary widely. In terms of Law and Chaos, Crocodilians are often Chaotic, but it is not unheard of for a Crocodilian to be Lawful.

Size

On average, Crocodilians stand at 6-8 feet tall and weigh around 220-370 pounds. Your size is Medium.

Speed

Crocodilians are slow on land but much faster in the water. Your base walking speed is 25 feet and you have a swimming speed of 40 feet.

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

As a bonus action you can use your sharp teeth and powerful jaws as if they were an unarmed strike. If the attack hits, you deal piercing damage equal to 1d10 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike, and the target is grappled (escape DC 8 + Proficiency Bonus + Strength modifier). Until this grapple ends, the target is restrained, and you can't bite another target. You can't use this trait again until you finish a short or long rest.

Tail Whip

You can use your tail as a weapon to swiftly knock down opponents. As a bonus action you can sweep your tail in a 10 foot cone. The target(s) must succeed on a Strength saving throw or be knocked prone and take 1d6 + your Strength modifier. The DC for this saving throw is equal to 8 + your Proficiency Bonus + your Strength modifier. On a save success, the creature takes half damage and is not knocked prone. You can't use this trait again until you finish a short or long rest.

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.

Amphibious

You are an amphibious creature, meaning that you can breathe both air and water.

Aquatic Hunter

You are proficient in the Stealth skill. In addition, your proficiency bonus is doubled for any Dexterity (Stealth) check you make underwater.

Natural Armor

You have tough, scaly skin. 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.

Languages

You can speak, read, and write Common and Draconic.

Previous Versions

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