Actions/Abilities/Traits: (D&D 5e)
Action
Bite (Crocodile or Hybrid Form Only)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the werecrocodile can't bite another target. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecrocodile lycanthropy.
Action
Khopesh (Humanoid Form Only)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Action
Multiattack (Humanoid or Hybrid Form Only)
The werecrocodile makes two Tail Swipe or Khopesh attacks, or it makes one Bite attack and one Tail Swipe attack.
Action
Tail Swipe (Crocodile or Hybrid Form Only)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target not grappled by the werecrocodile. Hit: 7 (2d4 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be forced prone.
Bonus Action
Change Shape
The werecrocodile transforms into a Large crocodile or into a crocodile?humanoid hybrid, or back into its true form, which is Humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Special
Hold Breath (Crocodile or Hybrid Form Only)
The werecrocodile can hold its breath for 15 minutes.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Aquatic Ambush
30 feet
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) Medium human with fist for 1d4+2 bludgeoning, or crocodile with jaws for 2d6+4 piercing.
Ability
Crocodile Empathy
(divination, primal) A werecrocodile can communicate with alligators, caimans, and crocodiles.
Ability
Curse of the Werecrocodile
(curse, necromancy, primal) Saving Throw DC 15 Fortitude
Ability
Deep Breath
A werecrocodile can hold their breath for about 2 hours.
Ability
Moon Frenzy
(polymorph, primal, transmutation)
Ability
Twisting Thrash
Circumstance: The werecrocodile has a creature grabbed;
The werecrocodile makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If this Strike hits, it also knocks the target prone. If it fails, the werecrocodile releases the target.
Offense
Melee
Circumstance: combat round (melee)
jaws +10 [+5/+0], Damage 1d10+4 piercing plus curse of the werecrocodile and Grab
Offense
Ranged
Circumstance: combat round (ranged)
hatchet +7 [+3/-1] (agile, sweep, thrown 10 feet), Damage 1d6+4 slashing
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Human
A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Werecreature
These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.
Item
hatchet (3)
leather armor
Language
Common
crocodile empathy
Perception
low-light vision
Weakness
silver 5