Crocodile: Difference between revisions

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{{Template:Monster
{{Template:Monster
<!-- Version 2.02 -->
<!-- Version 2.18 -->


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
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| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Crocodile2.jpg
| Image | Crocodile2.jpg
   <!-- Value: file name and extension only   -->
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Henchman, Killer, Leader, Legend, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Restrict-Role-Villain =  
| Restrict-Role-Villain =  
   <!-- Values: Y or leave blank -->
   <!-- Values: Y or leave blank -->
| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
| Associated-Role-Notes |
  <!-- Use to associate one role to another, inserting link to associated monster, or leave blank
        Example: "[[Common Red Dragon]]"                                                            -->
  }}</onlyinclude>
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Animal
| Type | Animal
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
        If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
        If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
        Only one entry in this field. If multiple options exist, choose the most important/appropriate one.
  <!-- Otherwise leave blank.  -->
        Add any secondary subtypes into the notes field below.
        Otherwise leave blank.  -->
   }}</onlyinclude>
   }}</onlyinclude>


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   }}</onlyinclude>
   }}</onlyinclude>


| NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}}
| NudgeBasicLoreValue|
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>


| NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}}
| NudgeBasicLoreValue =  
| NudgeFullLoreValue| -1
  <!-- This field lets you alter the DC of the basic knowledge check for this monster
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
        Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
}}</onlyinclude>
| NudgeFullLoreValue = -1
   <!-- This field lets you alter the DC of the full knowledge check for this monster
        Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Lore-Notes =
  <!-- Notes related to the monster's lore check can be put here
        Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) -->
 


| NudgeInit = 1
| NudgeInit = 1
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
| Nudge-Ambush-Chance = -2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4
        NOTE: minuses improve the chance for ambushes, and pluses make ambushes LESS likely.
        Default value is 10+ on a d20 -->
| Ambush-Chance-Notes = If they cannot attack from water, their Ambush Chance becomes 14
  <!-- Put any comments about ambush preferences here, or leave blank -->


   <!-- SENSES -->
   <!-- SENSES -->
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| Senses-Custom-Text =  
| Senses-Custom-Text =  


 
| NudgePerception =  
| NudgePerception = 1
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC = 1
| NudgeAC =  
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTouchAC = 1
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeFFAC = 1
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Nudge-Maneuver-Defense =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


| NudgeHitPoints =  
| NudgeHitPoints =  
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| NudgeRefl =  
| NudgeRefl =  
| NudgeWill =  
| NudgeWill =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                   -->


| SpecialDefenses =  
| SpecialDefenses =  
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| StrongAgainst =  
| StrongAgainst =  
   <!-- Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added -->
   <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          '''''Immune (no effect):'''''                                                                  -->


| Hide-Role-Strong-Against-1 =  
| Hide-Role-Strong-Against-1 =  
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))   -->


| Hide-Type-Strong-Against-1 =  
| Hide-Type-Strong-Against-1 =  
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| Hide-Type-Strong-Against-5 =  
| Hide-Type-Strong-Against-5 =  
| Hide-Type-Strong-Against-6 =  
| Hide-Type-Strong-Against-6 =  
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))   -->


| Hide-Subtype-Strong-Against-1 =  
| Hide-Subtype-Strong-Against-1 =  
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| WeakAgainst =  
| WeakAgainst =  
   <!-- Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added -->
   <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->


| Hide-Type-Weak-Against-1 =  
| Hide-Type-Weak-Against-1 =  
| Hide-Subtype-Weak-Against-1 =  
| Hide-Subtype-Weak-Against-1 =  
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


   <!-- MOVE TYPES -->
   <!-- MOVE TYPES -->
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
         if they don't have that movement type, leave it blank                    -->
         if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed = 20
| Move-Type-Walk-Speed =  
| Move-Type-Burrowing-Speed =  
| Move-Type-Burrowing-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Earth-Glide-Speed =  
| Move-Type-Earth-Glide-Speed =  
| Move-Type-Lesser-Climb-Speed =  
| Move-Type-Lesser-Climb-Speed =  
| Move-Type-Greater-Climb-Speed = 40
| Move-Type-Greater-Climb-Speed =  
| Move-Type-Brachiating-Speed =  
| Move-Type-Brachiating-Speed =  
| Move-Type-Vaulting-Speed =  
| Move-Type-Vaulting-Speed =  
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   <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
   <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =  
| Move-Type-Custom-Text =  


| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If type or subtype is "Swarm", the space will default to 10 ft.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| MeleeOrNatural = Natural
| MeleeOrNatural = Natural
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
| MultipliedDamageType =
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->




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| Override-Pri-Atk--Std-Atk-Qty =  
| Override-Pri-Atk--Std-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| Override-Pri-Atk--Full-Atk-Qty = 2
| Override-Pri-Atk--Full-Atk-Qty = 2
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)     -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Pri-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->


| Pri-Atk-Is-Touch =  
| Pri-Atk-Is-Touch =  
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| NudgePriDamage =  
| NudgePriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeFullAtk-PriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Nudge-Pri-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                            -->




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   <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
   <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->


| Override-Sec-Atk--Std-Atk-Qty = 0
| Override-Sec-Atk--Std-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| Override-Sec-Atk--Full-Atk-Qty = 0
| Override-Sec-Atk--Full-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)     -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Sec-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->


| Sec-Atk-Is-Touch =  
| Sec-Atk-Is-Touch =  
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| NudgeSecDamage =  
| NudgeSecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeFullAtk-SecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Nudge-Sec-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                            -->




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| Override-Ter-Atk--Std-Atk-Qty =  
| Override-Ter-Atk--Std-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| Override-Ter-Atk--Full-Atk-Qty =  
| Override-Ter-Atk--Full-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)     -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Ter-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->


| Ter-Atk-Is-Touch =  
| Ter-Atk-Is-Touch =  
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| NudgeTerDamage =  
| NudgeTerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeFullAtk-TerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Nudge-Ter-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                            -->




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| Override-Qua-Atk--Std-Atk-Qty =  
| Override-Qua-Atk--Std-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| Override-Qua-Atk--Full-Atk-Qty =  
| Override-Qua-Atk--Full-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)     -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Qua-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->


| Qua-Atk-Is-Touch =  
| Qua-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
Line 388: Line 459:
| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeFullAtk-QuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Nudge-Qua-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                            -->




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   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


| RangedAtkNumberOfIncrements =
| RangedAtkNumberOfIncrements =  
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


Line 408: Line 486:
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| RangedAtkNotes =
| RangedAtkNotes =  
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


Line 415: Line 493:


| Override-Ranged-Atk--Std-Atk-Qty =  
| Override-Ranged-Atk--Std-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack)
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->


| Override-Ranged-Atk--Full-Atk-Qty =  
| Override-Ranged-Atk--Full-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)     -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Ranged-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->


| Ranged-Atk-Is-Touch =  
| Ranged-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
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| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeFullAtk-RangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Nudge-Ranged-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                            -->




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| Maneuver-Offense-Notes =  
| Maneuver-Offense-Notes =  
   <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
   <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
| Nudge-Maneuver-Defense =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->




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| Override-Siege-Atk-Qty =  
| Override-Siege-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)   -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| SiegeAtkIncrement =  
| SiegeAtkIncrement =  
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   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Skill1Notes = +10 when in water
| Skill1Notes = +10 in water
| Skill2Notes = +4 while swimming
| Skill2Notes = +4 while swimming
| Skill3Notes =  
| Skill3Notes =  
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   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


<!--  AVAILABLE VARIABLES
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  Each of these variables can be modified with up to four parameters, all optional:
      Parameter 1, unnamed, adds or subtracts from the CR.
            Example: {{Ranged-Dmg|-2}} subtracts 2 to the CR before returning the value.
      Parameter 2, "n", modifies the base number directly.
            Example: {{Ranged-Dmg|n=-2}} subtracts 2 from the final value.
      Parameter 3, "op" lets you change the operand affecting variable 2.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg|n=2|op=mult}} doubles the damage.
      Parameter 4, "d", modifies which die size the damage uses.
            This variable only applies to the damage variables.
            Values: d=4, d=6, d=8, d=10, d=12. Note lack of caps. 
            Example: {{Ranged-Dmg|d=10}} returns damage in form of d10's.        -->
<!--  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
  Name        the name of the poison or disease or other malady. Example: Spider Venom
  Intensity    choose one: Tainted, Poisoned, Blighted, Infected, Diseased, Plagued. No linking brackets necessary.
  Save-Type    choose one: Fort, Refl, Will
  Save-Mod    Optional. Add or subtract from base DC. Example: -2 lowers DC by 2.
  Frequency    Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases).
  Effect      list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} points of {{dmg|poison}} damage per interval.
  Fruition    list fruition. Examples: victim becomes [[Wobbly]]; victim dies; victim falls [[Prone]] and is [[Helpless]], etc.
  F-Duration  list when the fruition expires if not healed (if ever).  Examples: full night's rest; 1d4 days; permanent until healed, etc.
-->




<!--  SPECIAL ABILITY 1  -->
<!--  SPECIAL ABILITY 1  -->


| Ability-1-Name = Lunge
| Ability-1-Name = Croc Lunge


| Ability-1-Type = Ex
| Ability-1-Type = Ex
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| Ability-3-Description = Crocodiles have evolved to survive well in water.  They are immune to the first 3 instances of [[Gagging]], [[Choking]], and [[Asphyxiating]].  Subsequent actions or effects which cause these conditions are still effective; only the first three incidences are ignored.
| Ability-3-Description = Crocodiles have evolved to survive well in water.  They are immune to the first 3 instances of [[Gagging]], [[Choking]], and [[Asphyxiating]].  Subsequent actions or effects which cause these conditions are still effective; only the first three incidences are ignored.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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| Ability-4-Description =  
| Ability-4-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


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| Ability-5-Description =  
| Ability-5-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


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| Ability-6-Description =  
| Ability-6-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


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| Ability-7-Description =  
| Ability-7-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


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| Ability-8-Description =  
| Ability-8-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


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| Ability-9-Description =  
| Ability-9-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


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: If their Lunge fails, they will bite aggressively at the nearest victim and attempt to grapple normally, even though Death Roll is not usable in that instance.
: If their Lunge fails, they will bite aggressively at the nearest victim and attempt to grapple normally, even though Death Roll is not usable in that instance.




<!--  OUT OF COMBAT  -->
<!--  OUT OF COMBAT  -->


| OutOfCombat =  
| OutOfCombat = Crocodiles are animals, but they are very capable beasts...when they are in their element. Crocodiles have strong instincts that cause them to seek out calm, shallow waters, with abundant gentle shores. Swamps, riverbanks, ponds, lakes, and ominously, dungeons, moats, caves, and swers are all excellent places for crocodiles. In water, they are highly adapted and are incredibly capable.  Their Stealth in water is so good it seems supernatural...but alas, it isn't. Crocodiles will never willingly live in a poor environment for their species, but given how common rivers, streams, ponds and dungeons are, that's hardly a restriction. Crocodiles can migrate long distances away from water without difficulty...they just aren't well-suited for dry land, and will rarely, if ever, attack in such a place.






<!--  TREASURE AND XP  -->
<!--  TREASURE AND XP  -->
| Nudge-Treasure =
  <!-- Multiplies this value against normal treasure value.  1 will do nothing. 1.25 increases value by 25%.
      If zero, will display "This creature does not award any treasure", and removes remnant tables.        -->


| TreasureNotes =  
| TreasureNotes =  
| Nudge-XP =
  <!-- Multiplies this value against normal XP value.  1 will do nothing. 1.25 increases value by 25%.
      If zero, will display "This creature does not award XP".                                              -->


| XPNotes =  
| XPNotes =  

Revision as of 18:08, 10 January 2021

Crocodile (CR 3)

Neutral - Medium - Animal
Lore: Know (Nature)
6 20
Basic DC Full DC
Initiative
Initiative Icon 2.png
6
Perception:
15 +5
Passive Active
Ambush:
8+
on a d20
  • Ambush Notes: If they cannot attack from water, their Ambush Chance becomes 14

Movement Types:

Defense

AC
Shield Icon 3.png
18
Man Def
Shield Icon 3.png
17
Monster Health
51 25 4
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +6
Refl: +1
Will: +1

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+6
Sword Icon 3.png
Man Off
+5
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Crushing Bite +6 (1d10+2/x2)
    as crushing (physical, common)

Full Attack (Melee):

  • 2x Crushing Bite +6 (1d10+2/x2)
    as crushing (physical, common)
  • 2x ''''' +6 (1d6/x2)
    as undefined damage type

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

17
STR
12
DEX
14
CON
1
INT
14
WIS
7
CHA

Skills:

Languages:

Feats:

Special Abilities

Croc Lunge (Ex)

As a Standard action, once per encounter, the crocodile may lunge ten feet and make a bite attack. This ten feet of movement provokes attacks of opportunity if not made by surprise. If this bite attack hits, the crocodile makes a free Grapple check at +4.

Death Roll (Ex)

If the crocodile has grappled a foe with their Lunge ability and remains in control of the grapple, they may, as a damage action, use Death Roll. Death Roll does 1d8+1 points of damage and also allows the crocodile to move their grappled victim as per the 'moving while grappled' rules.

Amphibious (Ex)

Crocodiles have evolved to survive well in water. They are immune to the first 3 instances of Gagging, Choking, and Asphyxiating. Subsequent actions or effects which cause these conditions are still effective; only the first three incidences are ignored.

Crocodile

Crocodiles are large, well armored, amphibious ambush predators. Crocodiles prefer to live in or near water, but they are ridiculously hardy creatures and can survive conditions that seem impossible for any natural creature.

Crocodiles attack with a lunge and then will seek to drag their victims into deeper water and savage them with their huge jaws.

Combat Tactics

Crocodiles are ambush predators. In or out of water, they will seek to hide and wait for food to walk by. They will then lunge at the closest victim and if they succeed in grappling, they will Death Roll their prey away from any other creatures and repeat this process until the victim dies.

If their Lunge fails, they will bite aggressively at the nearest victim and attempt to grapple normally, even though Death Roll is not usable in that instance.

Out of Combat

Crocodiles are animals, but they are very capable beasts...when they are in their element. Crocodiles have strong instincts that cause them to seek out calm, shallow waters, with abundant gentle shores. Swamps, riverbanks, ponds, lakes, and ominously, dungeons, moats, caves, and swers are all excellent places for crocodiles. In water, they are highly adapted and are incredibly capable. Their Stealth in water is so good it seems supernatural...but alas, it isn't. Crocodiles will never willingly live in a poor environment for their species, but given how common rivers, streams, ponds and dungeons are, that's hardly a restriction. Crocodiles can migrate long distances away from water without difficulty...they just aren't well-suited for dry land, and will rarely, if ever, attack in such a place.

Rewards

XP: 800

Treasure: Sellable Goods worth 813 gp.

Weight: 30 lbs.     Volume: 1.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)