Crocodile: Difference between revisions

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m (Text replacement - "| NudgePerception" to " <!-- SENSES --> <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) --> | Sense-Has-Standard-Senses = Y | Sense-Is-Blind-to-Vision = | Sense-Is-Blind-to-S...)
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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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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 1
| Max-CR = 8


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Crocodile2.jpg
| Image | Crocodile-3.png
   <!-- 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, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Restrict-Role-No-Role =  
| Restrict-Role-No-Role =  
| Restrict-Role-Heavy =  
| Restrict-Role-Heavy =  
| Restrict-Role-Henchman =
| Restrict-Role-Killer =  
| Restrict-Role-Killer =  
| Restrict-Role-Leader =  
| Restrict-Role-Leader =  
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
| 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}}}
| Description | 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.   
| Description | 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.
Crocodiles attack with a lunge and then will seek to drag their victims into deeper water and savage them with their huge jaws.
   }}</onlyinclude>
   }}</onlyinclude>


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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, 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: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, 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 -->


| Senses = [[Low-Light Vision]] 120 ft.
| Nudge-Ambush-Chance = -2
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
        NOTE: minuses improve the chance for ambushes, and pluses make ambushes LESS likely.
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
        Default value is 10+ on a d20 -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
 
  <!--   [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
| Ambush-Chance-Notes = If they cannot attack from water, their Ambush Chance becomes 14
   <!--   [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->
   <!-- Put any comments about ambush preferences here, or leave blank -->


   <!-- SENSES -->
   <!-- SENSES -->
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
| Sense-Has-Standard-Senses = Y
| Sense-Is-Blind-to-Vision =  
| Sense-Is-Blind-to-Vision =  
| Sense-Is-Blind-to-Sound =  
| Sense-Is-Blind-to-Sound =  
| Sense-Is-Blind-to-Smell =  
| Sense-Is-Blind-to-Smell =  
| Sense-Has-Low-Light-Vision =  
| Sense-Has-Low-Light-Vision = Y


   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
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| Sense-Keen-Scent-Range =  
| Sense-Keen-Scent-Range =  
| Sense-Perfect-Scent-Range =  
| Sense-Perfect-Scent-Range =  
| Sense-Tremorsense-Range =  
| Sense-Airsense-Range =  
| Sense-Blindsense-Range =  
| Sense-Blindsense-Range =  
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =  
| Sense-Lifesense-Range =  
| Sense-Mindsense-Range =  
| Sense-Mindsense-Range =  
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =


  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =


| NudgePerception = 1
| NudgePerception =  
   <!-- 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 -->
   <!-- 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 -->
| 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
          '''''Hardened (1/2 damage):'''''
          '''''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 =  
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   <!-- 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)) -->


| MoveTypes = [[Walk]] 20 ft., [[Greater Swim]] 40 ft.
 
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
   <!-- MOVE TYPES -->
  <!--   [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
  <!--   [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
        if they don't have that movement type, leave it blank                    -->
  <!--   [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
| Move-Type-Walk-Speed = 20
  <!--   [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
| Move-Type-Burrowing-Speed =
  <!--   [[Lesser Teleport]], [[Greater Teleport]]            -->
| Move-Type-Tunneling-Speed =
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed =
| Move-Type-Lesser-Swim-Speed = 40
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| 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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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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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: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
 


<!--  SECONDARY ATTACK INFORMATION  -->
<!--  SECONDARY ATTACK INFORMATION  -->
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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 = 0
   <!-- 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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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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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: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-SecDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| 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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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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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: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-TerDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| 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 =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-QuaDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| 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 -->


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   <!-- 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)") -->


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| 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 =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
Line 419: Line 504:


| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-RangedDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| 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                                            -->




Line 430: Line 522:
| 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") -->




Line 445: Line 543:


| 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 =  
Line 458: Line 556:


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




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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 =  
Line 512: Line 610:




<!--  ROLE-BASED SPECIAL ABILITIES -->


| HideRoleReminder1 =
<!--  AVAILABLE VARIABLES
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
  {{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.


| HideRoleReminder2 =
      Parameter 3, "op" lets you change the operand affecting variable 2.
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg|n=2|op=mult}} doubles the damage.


| HideRoleReminder3 =
      Parameter 4, "d", modifies which die size the damage uses.
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
            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.        -->


| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


<!--  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
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Standard Action 1/Enc
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = 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.
| Ability-1-Description = 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 by rolling a d20 + {{Maneuver-Offense}} +4 against their victim's Maneuver Defense.


   <!-- 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:
Line 573: Line 716:
| Ability-2-Type = Ex
| Ability-2-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required = Requires Grapple
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
Line 612: Line 759:
| Ability-3-Type = Ex
| Ability-3-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Action-Required = Automatic
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
Line 617: Line 768:


| 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:
Line 651: Line 803:
| Ability-4-Type =  
| Ability-4-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
Line 656: Line 812:


| 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:


Line 689: Line 846:
| Ability-5-Type =  
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
Line 694: Line 855:


| 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:


Line 727: Line 889:
| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
Line 732: Line 898:


| 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:


Line 765: Line 932:
| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
Line 770: Line 941:


| 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:


Line 803: Line 975:
| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
Line 808: Line 984:


| 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:


Line 841: Line 1,018:
| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
Line 846: Line 1,027:


| 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:
  {{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}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
| Role-Only--Replace-Rez-Power--Name =
| Role-Only--Replace-Rez-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with 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}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
| Role-Only--Add-Killer-Power--Name =
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Killer-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with 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}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with 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}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with 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}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with 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}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with 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}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with 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}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with 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}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 877: Line 1,517:
| CombatTactics = 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.
| CombatTactics = 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.
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 = 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 sewers 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.


| OutOfCombat =




<!--  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 =  

Latest revision as of 22:21, 7 January 2023

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)

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) Standard Action 1/Enc

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 by rolling a d20 + 5 +4 against their victim's Maneuver Defense.

Death Roll (Ex) Requires Grapple

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) Automatic

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

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 sewers 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)