Crocodile | CR 2 |
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Medium Animal Init +1; Senses low-light vision; Listen +4, Spot +4 Languages — |
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AC 15, touch 11, flat-footed 14 hp 22 (3 HD) Fort +6, Ref +4, Will +2 |
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Speed 20 ft., swim 30 ft. Melee Bite +6 (1d8+6); or Melee Tail slap +6 (1d12+6) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp +6 Atk Options improved grab |
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Abilities Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 SQ hold breath Feats Alertness, Skill Focus (Hide) Skills Hide +7*, Listen +4, Spot +4, Swim +12 Advancement 4-5 HD (Medium) |
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Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
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.
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. |