← Bestiary index

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

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0.

Stat blocks are used under either the ORC License (Remaster content) or the Open Game License 1.0a (pre-Remaster content), depending on the source book. See our licenses page for the full attribution and the OGL Section 15 copyright notice.

Full licenses · Privacy · Terms

Run Ghoul Crocodile in the encounter builder — free, no install.

Open in PathfinderGM →