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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH CROCODILE, GIANT

 

Huge Magical Beast (Augmented Animal, Extraplanar)

Hit Dice:

7d8+28 (59 hp)

Initiative:

+1

Speed:

20 ft. (4 squares), swim 30 ft.

Armor Class:

16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15

Base Attack/Grapple:

+5/+21

Attack:

Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)

Full Attack:

Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)

Space/Reach:

15 ft./10 ft.

Special Attacks:

Improved grab, smite evil

Special Qualities:

Hold breath, low-light vision, damage resistance 5/magic, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 12

Saves:

Fort +9, Ref +6, Will +3

Abilities:

Str 27, Dex 12, Con 19, Int 3, Wis 12, Cha 2

Skills:

Hide +1*, Listen +5, Spot +5, Swim +16

Feats:

Alertness, Endurance, Skill Focus (Hide)

Environment:

Any Evil-aligned plane

Organization:

Solitary or colony (6–11)

Challenge Rating:

5

Alignment:

Always evil (any)

Advancement:

8–14 HD (Huge)

Level Adjustment:

+2

These huge creatures usually live in salt water and can be more than 20 feet long.

Giant crocodiles fight and behave like their smaller cousins.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +7.

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