Fiendish Crocodile CR 2
Always CE Medium Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision; Listen +4, Spot +4
Languages —
AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
hp 3d8+9 (22 hp)
Fort Ref Will
Speed 20 ft. (4 squares), swim 30 ft.
Space/Reach 5 ft./5 ft.
Base Atk +2; Grp +6
Melee bite () or tail slap ()
Attack Options Improved grab, Smite good
SQ darkvision 60 ft., Hold breath, low-light vision, resistance to cold 5 and fire 5, SR 8
Abilities Str 19, Dex 12, Con 17, Int 3, Wis 12, Cha 2
Feats Alertness, Skill Focus (Hide)
Skills Hide +7*, Listen +4, Spot +4, Swim +12
Advancement 4–5 HD (Medium)
Environment Any evil-aligned plane
Organization Solitary or colony (6–11)
Treasure None
Summon Monster: Summon Monster III
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +3 extra damage against an 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 × its Constitution score before it risks drowning.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster III.