Celestial Giant Crocodile
NG Huge Magical Beast (extraplanar)
Darkvision 60, Low-light Vision; Listen +5, Spot +5
16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
59 (7 HD); DR 5/magic
Acid, Cold and Electricity 5
20, swim 30
Bite +11 (2d8+12) or Tail Slap +11 (1d12+12)
15 ft./10 ft.
Smite Evil 1/day (+7 damage)
Str 27, Dex 12, Con 19, 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.
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.
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.
Alertness, Endurance, Skill Focus (Hide)
Hide +1, Listen +5, Spot +5, Swim +16
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.