Werecrocodile
Medium humanoid (human, shapechanger), neutral evilArmor Class 11 in human form, 12 (natural armor) in crocodile or hybrid form
Hit Points 58 (9d8 + 18)
Speed 30 ft. (swim 20 ft., 30 ft. in crocodile form)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered
Skills Perception +2, Stealth +3
Senses passive Perception 12
Languages Trade Tongue (can’t speak in crocodile form)
Challenge 3 (700 XP)
Hold Breath. The werecrocodile can hold its breath for 15 minutes in hybrid or crocodile form.
Shapechanger. The werecrocodile can use an action to polymorph into a crocodile-humanoid hybrid or into a crocodile, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Actions
Multiattack (Humanoid or Hybrid Form Only). The werecrocodile makes one bite attack and one tail swipe, or two battleaxe attacks.
Bite (Crocodile or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage and the target is grappled (Escape DC 13). Until this grapple ends, the target is restrained and the crocodile can’t bite another target. If the target is humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werecrocodile lycanthropy.
Tail Swipe (Crocodile or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target not grappled by the werecrocodile. Hit: 7 (2d4 + 2) bludgeoning damage and the target must make a successful DC 13 Strength saving throw or be knocked prone.
Battleaxe (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.