Ghoul Crocodile
Creature 4 (uncommon) — amphibious, ghoul, undead, unholy
Pre-Remaster content. May include legacy alignment.
Source: blood-lords-bestiary (Pre-Remaster)
Perception +11
Skills athletics +12, stealth +9
Str
+4
Dex
+1
Con
+3
Int
-5
Wis
+1
Cha
-4
AC 20
Fort +14
Ref +11
Will +8
HP 60
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 20 feet, swim 25 feet
Offense
Melee Jaws +14, Damage 2d8 + 6 piercing
Melee Tail +14, Damage 2d6 + 6 bludgeoning
Abilities
Corpse Scent (Imprecise) — The ghoul crocodile can smell humanoid corpses in the water up to 1 mile away.
Void Healing — Negative Healing
Aquatic Ambush — Aquatic Ambush
Consume Flesh (manipulate) —
Death Roll (attack) —
Ghoul Fever (disease) — Saving Throw DC 19 Fortitude
Stage 1 carrier with no ill effect (1 day)
Stage 2 2d6 void damage and regains half as many Hit Points from all healing (1 day)
Stage 3 as stage 2 (1 day)
Stage 4 2d6 void damage and gains no benefit from healing (1 day)
Stage 5 as stage 4 (1 day)
Stage 6 dead, and rises as a ghoul the next midnight
Paralysis (incapacitation, occult) — Any living non-elf creature hit by a ghoul crocodile's tail must succeed at a DC 20 Fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Grab — Grab
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