Encounters: Cormyrean Marshes - The Vast Swamp (Autumn 1374)
Crocodile, Giant (CR 4)
Alignment: Always neutral
Initiative: +1 (Dex); Senses: low-light vision, Listen +5, and Spot +5
AC: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Hit Dice: 7d8+28 (59 hp)
Fort +9, Ref +6, Will +3
Speed: 20 ft., swim 30 ft.
Space: 15 ft./10 ft.
Base Attack +5; Grapple +21
Attack: Bite +11 melee or tail slap +11 melee
Full Attack: Bite +11 melee; or tail slap +11 melee
Damage: Bite 2d8+12; tail slap 1d12+12
Special Attacks: Improved grab
Abilities: Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2
Special Qualities: Hold breath
Feats: Alertness; Endurance; Skill Focus (Hide)
Skills: Hide +1*, Listen +5, Spot +5, and Swim +16
Advancement: 8-14 HD (Huge)
Climate/Terrain: Warm marsh
Organization: Solitary or colony (6-11)
Source: Monster Manual
Giant crocodiles can grab and hold creatures of Large or smaller size.
Combat Grab (Ex): To use this ability, crocodile must hit a Large size or smaller opponent with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. The crocodile automatically deals bite damage each round it maintains the pin.
Skills: A crocodile gains a +12 racial bonus to Hide checks when submerged.