Werecrocodile
Creature 2 — beast, human, humanoid, werecreature
Pre-Remaster content. May include legacy alignment.
CrasherLANDAQUATICbeastwerecreature
The curse of the werecrocodile instills powerful hunger, urges violent displays of dominance, and amplifies greed. Werecreatures are humanoids who transform into animals and animal-humanoid hybrids under the light of the full moon. The fate of these shapechanging creatures derives from an ancient primal curse that they can, in turn, transmit through their own bites. The stat blocks in this section reflect werecreatures in their hybrid forms.
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +7; low-light-vision
Languages common; crocodile empathy
Skills athletics +8, intimidation +7, stealth +5 (+8 in Water)
Str
+4
Dex
+1
Con
+3
Int
+0
Wis
+3
Cha
+1
Items Hatchet (3), Leather Armor
AC 16
Fort +9
Ref +5
Will +9
HP 55
Weaknesses silver 5
Speed 25 feet
Offense
Melee Hatchet (agile, sweep) +10, Damage 1d6+4 slashing
Ranged Hatchet (agile, sweep, thrown-10) +7, Damage 1d6+4 slashing
Abilities
Crocodile Empathy (primal) — A werecrocodile can communicate with alligators, caimans, and crocodiles.
Deep Breath — A werecrocodile can hold their breath for about 2 hours.
Aquatic Ambush — 30 feet
Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.
Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Off-Guard against this Strike.
Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.
Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Off-Guard against this Strike.
Change Shape (concentrate, polymorph, primal) — Human
Melee fist +10/+6/+2 (agile, nonlethal), Damage 1d4+2 bludgeoning damage
Crocodile
Melee jaws+10/+5/+0, Damage 2d6+4 piercing damage
The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.
In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.
In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Melee fist +10/+6/+2 (agile, nonlethal), Damage 1d4+2 bludgeoning damage
Crocodile
Melee jaws+10/+5/+0, Damage 2d6+4 piercing damage
The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.
In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.
In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Curse of the Werecrocodile (curse, primal) — This curse affects only humanoids.
Saving Throw DC 15 Fortitude
On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werecrocodile until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Saving Throw DC 15 Fortitude
On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werecrocodile until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Moon Frenzy (polymorph, primal) — When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws Strike (or a similar Strike) by 2.
When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for 2d4 hours.
When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for 2d4 hours.
Twisting Thrash —
Grab —
WORKS WELL WITH
AnvilLAND / AQUATICAn Anvil locking enemies in melee lets the Crasher follow up with Grab and Twisting Thrash for sustained damage.
WeaverLAND / AQUATICA Weaver herding enemies together maximizes Twisting Thrash's area punishment while the Crasher controls a grappled target.
FlankerLAND / AQUATICA Flanker creating off-guard conditions improves the Crasher's accuracy for consecutive attacks and Grab attempts.
PUNISHES
✖ clumping
Works well with · Punishes · Pairing advice
Unlock with Tactics
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