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Celestial Crocodile

NG Medium Magical Beast (extraplanar)
Init +1; Senses Darkvision 60, Low-light Vision; Listen +4, Spot +4

AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
hp 22 (3 HD)
SR 8
Resist Acid, Cold and Electricity 5
Fort +6, Ref +4, Will +2
Speed 20, swim 30
Melee Bite +6 (1d8+6) or Tail Slap +6 (1d12+6)
Base Atk +2; Grp +6
Atk Options Smite Evil 1/day (+3 damage)

Abilities Str 19, Dex 12, Con 17, Int 3, Wis 12, Cha 2
SQ Hold Breath: A crocodile can hold its breath for a number of rounds equal to 4 X its Constitution score before it risks drowning.
Swim: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A crocodile 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.
Hide: 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.
Feats Alertness, Skill Focus (Hide)
Skills Hide +7, Listen +4, Spot +4, Swim +12
Improved Grab: 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 and drags it into deep water, attempting to pin it to the bottom.

CR 2

Encounter Treasure

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Race keywords: Celestial, Celestial, Crocodile, Crocodile, Crocodile, Celestial
Class keywords:
Sourcebooks: Monster Manual

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