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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH CROCODILE

 

Medium Magical Beast (Augmented Animal, Extraplanar)

Hit Dice:

3d8+9 (22 hp)

Initiative:

+1

Speed:

20 ft. (4 squares), swim 30 ft.

Armor Class:

15 (+1 Dex, +4 natural), touch 11, flat-footed 14

Base Attack/Grapple:

+2/+6

Attack:

Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)

Full Attack:

Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Improved grab, smite evil

Special Qualities:

Hold breath, low-light vision, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 8

Saves:

Fort +6, Ref +4, Will +2

Abilities:

Str 19, Dex 12, Con 17, Int 3, Wis 12, Cha 2

Skills:

Hide +7*, Listen +4, Spot +4, Swim +12

Feats:

Alertness, Skill Focus (Hide)

Environment:

Any Evil-aligned plane

Organization:

Solitary or colony (6–11)

Challenge Rating:

2

Alignment:

Always evil (any)

Advancement:

4–5 HD (Medium)

Level Adjustment:

+2

Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach.

Combat

Improved Grab (Ex): To use this ability, a crocodile 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 it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Skills: A crocodile 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 crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +3.

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