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Celestial Giant Crocodile

Giant Crocodile
NG Huge Magical Beast (extraplanar)
Init +1; Senses Darkvision 60, Low-light Vision; Listen +5, Spot +5

AC 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
hp 59 (7 HD); DR 5/magic
SR 12
Resist Acid, Cold and Electricity 5
Fort +9, Ref +6, Will +3
Speed 20, swim 30
Melee Bite +11 (2d8+12) or Tail Slap +11 (1d12+12)
Space/Reach 15 ft./10 ft.
Base Atk +5; Grp +21
Atk Options Smite Evil 1/day (+7 damage)

Abilities 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.
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, Endurance, Skill Focus (Hide)
Skills Hide +1, Listen +5, Spot +5, Swim +16
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 5

Encounter Treasure

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

— Contributed by Guild Lieutenant Guildmaster


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