Ghoul Crocodile
Creature 4 (uncommon) — amphibious, ghoul, undead, unholy
Pre-Remaster content. May include legacy alignment.
CrasherSnareAQUATICLANDundeadghoulunholydisease
Source: blood-lords-bestiary (Pre-Remaster)
Perception +11; darkvision; corpse scent (imprecise)
Skills athletics +12, stealth +9 (+13 in water)
Str
+4
Dex
+1
Con
+3
Int
-5
Wis
+1
Cha
-4
AC 20
Fort +14
Ref +11
Will +8
HP 60 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 20 feet, swim 25 feet
Offense
Melee Jaws (unarmed) +14, Damage 2d8 + 6 piercing plus Ghoul Ghoul Fever, Grab
Melee Tail (agile) +14, Damage 2d6 + 6 bludgeoning plus Ghoul Paralysis
Abilities
Corpse Scent (Imprecise) — The ghoul crocodile can smell humanoid corpses in the water up to 1 mile away.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
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
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 —
WORKS WELL WITH
AnvilAQUATIC / LANDA durable frontline body holds the party's attention on land while the ambush from the water drags an isolated target under.
SniperAQUATIC / LANDA ranged attacker keeps threatening the shoreline while it is anchored fighting a paralyzed, grabbed victim.
ShadeAQUATIC / LANDA stealthy skirmisher exploits the chaos of a paralyzed ally being dragged away to strike unnoticed elsewhere.
PUNISHES
✖ clumping near shorelines✖ isolated targets✖ melee reliance
Avoid stacking with another ambush predator; overlapping opening bursts spend both surprises in the first round for little added pressure.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Ghoul Crocodile in the encounter builder — free, no install.
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