Werecrocodile (Human Form) (CR 3)
Medium Humanoid (Human and Shapechanger)
Alignment: Always neutral evil
Initiative: +0; Senses: low-light vision, scent, Listen +5, and Spot +S
AC: 18 (+2 natural, +4 scale mail, +2 heavy shield), touch 10, flat-footed 18
Hit Dice: 1d8+1 plus 3d8+12 (30 hp)
Fort +6, Ref +3, Will +1
Speed: 30 ft. (20 ft. in scale mail)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +4
Attack: Heavy pick +5 melee or light crossbow +3 ranged
Full Attack: Heavy pick +5 melee or light crossbow +3 ranged
Damage: Heavy pick 1d6+1/x4, light crossbow 1d8/19-20
Special Attacks/Actions: None
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Special Qualities: Alternate form, crocodile empathy
Feats: Alertness; Power Attack; Skill Focus (Hide)
Skills: Hide +0, Listen +5, Spot +S, and Swim +9
Advancement: By character class
Climate/Terrain: Warm marshes
Organization: Solitary, pair, or colony (3-4 plus 3-6 crocodiles)
Treasure/Possessions: Standard
Source:
Lost Empires of Faerûn
Improved Grab (Ex): To use this ability, a werecrocodile in animal form must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the werecrocodile wins the grapple check, it establishes a hold on the opponent with its mouth, drags it into deep water, and attempts to pin it to the bottom.
Alternate Form (Su): A werecrocodile can assume the form of a crocodile or a crocodile-human hybrid.
Crocodile Empathy (Ex): A werecrocodile can communicate with crocodiles and giant crocodiles. It gains a +4 racial bonus on Charisma-based checks against such creatures.
Curse of Lycanthropy (Su): Any humanoid or giant hit by the bite attack of a werecrocodile in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Hold Breath (Ex): A werecrocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Skills: A werecrocodile in animal or hybrid form has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A werecrocodile in animal or hybrid form gains a +4 racial bonus on Hide checks when in the water. A werecrocodile in animal form can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
A werecrocodile prefers to catch potential enemies unaware by assuming its humanoid or giant form and posing as a harmless commoner. It then changes to crocodile form and attacks as soon as its prey comes within range.
Shapechanger Subtype
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.