Fiendish Crocodile
“Sink into the abyss of terror: Meet the Fiendish Crocodile, a malevolent force of scaled nightmares with jaws that crave chaos!”
Appearance: The Fiendish Crocodile emerges from the stygian depths, a sinister spectacle of corrupted reptilian might. Its scales, once a blend of earthly hues, now shimmer with an otherworldly, shadowy iridescence, reflecting an eerie malevolence. Sinister crimson eyes glint with intelligence, belying the primal ferocity that lies within its immense, muscular frame. The gnashing rows of obsidian-black teeth and a row of ominous dorsal spines make it a nightmarish entity in both water and on land.
Behavior: This malevolent predator prowls the water’s edge with a deceptive languor, masking a cunning intelligence beneath its reptilian exterior. Unpredictable and ruthless, the Fiendish Crocodile thrives on the fear it instills in its prey. Its movements are deliberate, synchronized with the patience of a seasoned hunter, as it waits for the opportune moment to strike with deadly precision.
Habitat: The Fiendish Crocodile slinks through the murk of desolate swamps and shadow-draped bayous, making its lair in the heart of forgotten, accursed wetlands. It is drawn to places tainted by dark magic or ancient curses, where the border between the mundane and supernatural blurs, creating an environment perfectly suited to its fiendish nature.
Modus Operandi: This fiendish creature employs a sinister blend of stealth and brute force. Submerged in shadowy waters, it patiently waits for unsuspecting prey, utilizing its uncanny ability to remain virtually invisible until it strikes. With a sudden burst of malevolent energy, it lunges from the depths, clamping down on its victim with jaws that seem to possess an unholy strength, dragging them into the abyss below.
Motivation: The Fiendish Crocodile is often seen as a harbinger of dark omens, drawn to places steeped in malevolent energy. Some believe it is a manifestation of vengeful spirits seeking retribution, while others speculate that it is a guardian of forbidden secrets hidden in the eerie swamplands. Regardless, its motivation lies in perpetuating fear and chaos, feeding on the suffering it instills in those who venture too close to its cursed domain.
Fiendish Crocodile 5e
Fiendish Crocodile 3.5
Fiendish Crocodile
Large fiend, neutral evil
- Armor Class 16 (natural armor)
- Hit Points 84 (8d10 + 40)
- Speed 20 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 12 (+1) | 18 (+4) | 2 (-4) | 12 (+1) | 8 (-1) |
- Skills Stealth +5
- Senses darkvision 60 ft., passive Perception 11
- Languages —
- Challenge 5 (1,800 XP)
- Hold Breath. The fiendish crocodile can hold its breath for 30 minutes.
- Keen Smell. The fiendish crocodile has advantage on Wisdom (Perception) checks that rely on smell.
Actions
- Multiattack. It makes three attacks: one with its bite and two with its tail.
- Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the fiendish crocodile can’t bite another target.
- Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
- Submerge (Recharge 5-6). It disappears into the water, becoming invisible until it makes an attack or is hit. While invisible, it has advantage on attack rolls.
Legendary Actions
The fiendish crocodile can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The fiendish crocodile regains spent legendary actions at the start of its turn.
- Snap. The fiendish crocodile makes a bite attack.
- Chilling Gaze (Costs 2 Actions). The fiendish crocodile fixes its eerie gaze on a creature it can see within 30 feet. The target must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its next turn.
- Cunning Disappearance (Costs 3 Actions). The fiendish crocodile uses its Submerge action without expending a recharge, vanishing into the water with uncanny swiftness.
Fiendish Crocodile
Fiendish Crocodiles are aggressive predators 11 to 12 feet long.
They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach.
Fiendish Crocodile | |
Size/Type | Medium magical beast (Extraplanar) |
Hit Dice | 3d8+9 (22 hp) |
Initiative | +1 |
Speed | 20 ft. (4 squares), Swim 30 ft. |
Armor Class | 15 (+1 Dexterity, +4 natural), touch 11, flat-footed 14 |
Base Attack/Grapple | +2/+6 |
Attack | Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) |
Full Attack | Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Improved grab |
Special Qualities | Hold breath, Low-Light Vision, Darkvision 60 ft., Resistance to cold and fire 5, Spell Resistance 8 |
Saves | Fort +6, Ref +4, Will +2 |
Abilities | Strength 19, Dexterity 12, Constitution 17, Intelligence 3, Wisdom 12, Charisma 2 |
Skills | Hide +7*, Listen +4, Spot +4, Swim +12 |
Feats | Alertness, Skill Focus (Hide) |
Environment | Warm marshes in an evil-aligned plane |
Organization | Solitary or colony (6–11) |
Challenge Rating | 2 |
Treasure | None |
Alignment | Always evil (any) |
Advancement | 4-5 HD (Medium) |
Level Adjustment | – |
COMBAT
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
Improved Grab (Ex): 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 on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Consitution score before it risks drowning.
Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It 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.