Ghoul Crocodile

Level 4
Creature· amphibiousUncommonLargeLegacy
AC
20
HP
60
Speed
20 ft.
Perception
+11
Fort
+14
Ref
+11
Will
+8
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Senses darkvision
Skills athletics +12, stealth +9
Other Speeds swim 25 ft.
Recall Knowledge DC 21 (religion)

Attacks

Melee Jaws +14 (unarmed), Damage 2d8 + 6 piercing
Melee Tail +14 (agile), Damage 2d6 + 6 bludgeoning

Abilities

Corpse Scent (Imprecise)interaction

The ghoul crocodile can smell humanoid corpses in the water up to 1 mile away.

Void Healing
Aquatic Ambush
Consume Flesh

Requirements The ghoul crocodile is adjacent to the corpse of a creature that died within the last hour


Effect The ghoul crocodile devours a chunk of the corpse and regains 2d6 healing Hit Points. It can regain HP from any given corpse only once.

Death Roll

Requirements The ghoul crocodile must have a creature Grabbed


Effect The ghoul crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature Prone. If it fails, it releases the creature.

Ghoul Fever

Saving Throw DC 19 fortitude


Stage 1 carrier with no ill effect (1 day)

Stage 2 2d6 void damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 2d6 void damage and gains no benefit from healing (1 day)

Stage 5 as stage 4 (1 day)

Stage 6 dead, and rises as a ghoul the next midnight

Paralysis

Any living non-elf creature hit by a ghoul crocodile's tail must succeed at a DC 20 fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Grab