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.
|Size/Type||Medium magical beast (Extraplanar)|
|Hit Dice||3d8+9 (22 hp)|
|Speed||20 ft. (4 squares), Swim 30 ft.|
|Armor Class||15 (+1 Dexterity, +4 natural), touch 11, flat-footed 14|
|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)|
|Alignment||Always evil (any)|
|Advancement||4-5 HD (Medium)|
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.