Crocodilian, Marine Crocodile (Teleosaurus)
“The Sea’s Crocodile King — a sleek, iron-scaled predator that ruled the Jurassic tides with prehistoric precision.”

A relic of the ancient seas, the Teleosaurus is a marine crocodilian whose elongated jaws, armored hide, and relentless hunting instincts forged it into one of prehistory’s most efficient aquatic predators. Revered by coastal tribes as a spirit of the abyss and feared by sailors for its ghostlike speed beneath the waves, this creature bridges the line between natural apex hunter and primordial monster.
Appearance
Teleosaurus is a long, sinewy reptile stretching over twelve feet in length, its body a fusion of crocodile and serpent. Bronze-black scales shimmer with an oily sheen, broken by ridged osteoderms that gleam like hammered iron under sunlight. Its narrow, tapered snout bristles with rows of interlocking conical teeth, and its golden eyes burn with an ancient, reptilian focus. The creature’s powerful tail, flattened for propulsion, churns the water with silent precision, making it a specter beneath the surface.
Behaviour
Cold, patient, and utterly methodical, Teleosaurus drifts in coastal shallows and lagoons like a drifting log before striking with explosive ferocity. It rarely surfaces save to breathe, preferring to stalk prey by current and moonlight. Solitary by nature, it claims wide stretches of territory, driving off rivals with resonant bellows and slashing displays of its serrated jaws.
Habitat
Found along temperate and tropical coastlines, Teleosaurus inhabits estuaries, mangrove deltas, and shallow marine channels where fish and cephalopods abound. Fossil remains and sailor lore alike place it near drowned ruins and submerged cliffs, where it lairs among coral caves or the wrecks of ships that dared its domain.
Modus Operandi
A master of ambush, Teleosaurus attacks from below, seizing prey in its jaws and dragging it into the depths to drown. Against larger threats, it employs sudden lunges, tail sweeps, and death rolls that shatter armor and bone alike. In fantastical realms, older specimens may harness an eerie kinship with elemental water, conjuring ripples that distort vision or using vibrations to disorient their prey before the kill.
Motivation
Driven by instinctive dominion and territorial hunger, Teleosaurus exists to hunt, claim, and survive. Yet whispers among coastal druids speak of elder Teleosaurs that guard ancient undersea gates or sacred reefs — not out of malice, but a primal duty older than humankind itself.
Teleosaurus 5e 2024
Teleosaurus, Pathfinder
Teleosaurus

Large Beast, Unaligned
“A massive marine crocodilian of the Jurassic seas, Teleosaurus lies in wait in coastal waters, ambushing prey with jaws like iron and a body built for lethal speed.”
Armor Class 16 (Natural Armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., swim 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 18 (+4) | 2 (−4) | 13 (+1) | 7 (−2) |
Saving Throws Dex +5, Con +7
Skills Perception +4, Stealth +5, Athletics +8
Damage Resistances Cold; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Grappled; Prone (while in water)
Senses Passive Perception 14, darkvision 60 ft.
Languages —
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Lore
Teleosaurus is a relic of the Jurassic seas, a predator that dominated shallow coastal waters long before humans walked the land. Its long, armored body and powerful tail made it a master of ambush, striking silently from beneath the surface. Fossilized remains show evidence of a diet dominated by fish and squid-like cephalopods, suggesting it thrived in rich estuaries and lagoons. Sailors of legend tell of “iron-jawed beasts” lurking near reefs and wrecks, dragging entire crews beneath the waves. In coastal ecosystems, Teleosaurus ruled as an apex predator, shaping marine life with its relentless hunting strategies.
Traits
- Keen Smell. The Teleosaurus has advantage on Wisdom (Perception) checks that rely on smell.
- Aquatic Stealth. While motionless in water, the Teleosaurus is indistinguishable from a floating log or rock formation. It has advantage on Dexterity (Stealth) checks made to hide in aquatic terrain.
Actions
- Multiattack. The Teleosaurus makes two attacks: one with its bite and one with its tail.
- Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the Teleosaurus can’t bite another target.
- Tail Swipe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
- Death Roll (Recharge 4–6). While grappling a creature, the Teleosaurus violently twists. Each creature it is grappling takes 27 (6d8) bludgeoning damage and must succeed on a DC 16 Strength saving throw or be restrained until the grapple ends.
Reactions
- Thrash Reflex. When a creature within 5 feet misses the Teleosaurus with a melee attack, it can make one Tail Swipe attack against that creature.
Legendary Actions
The Teleosaurus can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
- Detect. The Teleosaurus makes a Wisdom (Perception) check.
- Surge (Costs 2 Actions). The Teleosaurus moves up to half its swimming speed without provoking opportunity attacks.
- Drag Under. The Teleosaurus pulls one creature it is grappling up to 20 feet deeper underwater. The creature must succeed on a DC 16 Constitution saving throw or begin to suffocate as per drowning rules.
Tactics
A patient ambush predator, Teleosaurus waits in kelp, reefs, or wreckage, striking suddenly with Bite and Death Roll to maximize damage. Tail Swipe controls space and knocks foes prone, while Drag Under isolates prey. Against groups, it exploits water terrain to separate enemies. When injured or outmatched, it uses Surge to retreat into deeper waters where few can follow.
Teleosaurus

Teleosaurus has a thin, streamlined snout filled with needle-like teeth and a long, flat tail that it uses to propel itself through the water.
Marine Crocodile CR 3
XP 800
N Large animal
Init +5; Senses low-light vision; Perception +11
DEFENSE
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
hp 30 (4d8+12)
Fort +7, Ref +5, Will +2
OFFENSE
Speed 15 ft., swim 50 ft.
Melee bite +7 (1d8+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks death dive
STATISTICS
Str 20, Dex 13, Con 17, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +9 (+13 grapple); CMD 20
Feats Improved Initiative, Skill Focus (Perception)
Skills Perception +11, Swim +13
SQ hold breath
SPECIAL ABILITIES
Death Dive (Ex)
When grappling a foe of its size or smaller, a marine crocodile can perform a deadly dive upon making a successful grapple check. As it clings to its foe, it uses the force of its powerful tail to propel it downward in the water, allowing it to use both the move and damage actions as part of its grapple attempt. If successful, the marine crocodile maintains its grapple.
Hold Breath (Ex)
A marine crocodile can hold its breath a number of rounds equal to 8 times its Constitution score before it risks drowning.
ECOLOGY
Environment tropical oceans
Organization solitary, pair, or float (3–6)
Treasure none
The marine crocodile resembles its land-based cousins in general body shape and size, though its legs are a hybrid of webbed feet and nascent fins. Its long tail is thinner and flatter than those of traditional crocodilians, allowing the marine crocodile to swim with alarming speed as it whips its tail back and forth.
Marine crocodiles generally remain in warm, shallow oceans and seas. They spend most of their time at sea hunting fish, sea mammals, aquatic humanoids, and monstrous humanoids like merfolk, sahuagin, and locathahs. Only when breeding and laying eggs do marine crocodiles venture onto land (where they are slow and clumsy), before returning to the sea.
Section 15: Copyright Notice
Pathfinder Adventure Path #58: Island of Empty Eyes © 2012, Paizo Publishing, LLC; Author: Neil Spicer.
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