Crocodylid Commoner | Free Monster for D&D 5e and Pathfinder 2e

Crocodylid Commoner | Free Monster for D&D 5e and Pathfinder 2e

Designed by Zac Chaney; Pathfinder conversion by David N. Ross

The man’s mouth was as large as his torso! One moment, he was standing there, talking to his buddy. The next, he was spinning on the ground, ripping the other guy’s head off!

Jungle Dwellers. Crocodylids dwell deep in the jungles of Corveria. Though they have sophisticated societies and even build temples and cities, they avoid contact with outsiders and meet strangers with the cold indifference one would expect from a reptile.

Cold-blooded. Crocodylids are cold-blooded in every sense of the word. Like their lizardfolk kin, they have an almost alien perception of the world. While they might seem strange to outsiders, their brutal mindsets are a result of their reptilian—almost robotic—brains. Crocodylids are also cold-blooded in the literal sense, making them particularly susceptible to the unexpected freezes known to wipe out an entire population of crocodylids in a few short days.

Crocodylid Commoner - D&D 5e

Average Is Deadly. Even the most common crocodylid is a dangerous fighter. Like its crocodile kin, a crocodylid’s bite force is second to none, and its death rolls can tear the head from a grown human in mere seconds.

Crocodylid Commoner

Medium humanoid, any alignment

Armor Class 15 (natural armor)

Hit Points 67 (9d8 + 27)

Speed 30 ft., swim 60 ft.

STR

DEX

CON

INT

WIS

CHA

19 (+4)

10 (+0)

17 (+3)

10 (+0)

15 (+2)

12 (+1)

Saving Throws Str +6, Con +5

Skills Athletics +6, Perception +4

Damage Vulnerabilities cold

Damage Resistances fire, thunder

Senses passive Perception 14

Languages Common, Crocodylid

Challenge 4 (1,100 XP)   Proficiency Bonus +2

Sudden Burst. If the crocodylid has not moved in the last round, its bite has 20 feet of reach, and it has a +1 bonus to its attack roll. If the attack hits, the crocodylid immediately moves adjacent to the target without provoking attacks of opportunity.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage, and the target is grappled (escape DC 14). While grappled, the target is also restrained. While the crocodylid has a target grappled, it can’t take actions except to use its Death Roll.

Death Roll (Recharge 5-6). One creature grappled by the crocodylid must make a DC 14 Constitution saving throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one.

Crocodylid Commoner - Pathfinder 2e

Average Is Deadly. Even the most common crocodylid is a dangerous fighter. Like its crocodile kin, a crocodylid’s bite force is second to none, and its death rolls can tear the head from a grown human in mere seconds.

Crocodylid Commoner      Creature 5

CN, Medium, Crocodylid, Humanoid

Perception +13

Languages Common, Crocodylid

Skills Athletics +13, Stealth +9

Str +5, Dex +2, Con +5, Int +1, Wis +4, Cha +3

-

AC 21; Fort +14, Ref +9, Will +11

HP 80; Weaknesses cold 5; Resistances fire 5, sonic 5

-

Speed 25 feet, swim 25 feet

Melee [one-action] jaws +14, Damage 2d8+7 piercing plus Grab

Death Roll [one-action] (attack) Requirement The crocodylid has a creature grabbed. Effect The crocodylid rolls rapidly, twisting their victim. They make a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, the creature is knocked prone. If it fails, the crocodylid releases the creature.

Sudden Burst [one-action] (move) Requirement The crocodylid has taken no actions with the move trait since the start of their previous turn. Effect The crocodylid Strides or Swims straight toward a creature within 20 feet. This movement doesn’t trigger reactions. If they end their movement within reach of the creature, they make a melee Strike against that creature. The creature is flat-footed against this Strike.

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