Croconaw (3.5e Monster)
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Croconaw | |
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Size/Type: | Small Magical Beast (Water, Reptilian) |
Hit Dice: | 6d10+12 (45 hp) |
Initiative: | +1 (+1 Dex) |
Speed: | 20 ft., swim 30 ft. |
Armor Class: | 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16 |
Base Attack/Grapple: | +6/+4 |
Attack: | Bite +10 melee (1d10+3) or Water Gun +8 ranged touch (1d8) |
Full Attack: | Bite +10 melee (1d10+3) or Water Gun +8 ranged touch (1d8) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Water Gun, Improved Grab, Clamp, Spell-like Abilities |
Special Qualities: | Rage, Resistance to Cold 10 and Fire 10 |
Saves: | Fort +7, Ref +6, Will +5 |
Abilities: | Str 15, Dex 13, Con 14, Int 10, Wis 13, Cha 10 |
Skills: | Swim +19, Intimidate +9 |
Feats: | Combat Reflexes, Iron Will, Weapon Focus (Bite) |
Environment: | Any aquatic or near aquatic. |
Organization: | Usually solitary |
Challenge Rating: | 5 |
Treasure: | Standard. |
Alignment: | Usually Neutral |
Advancement: | 7-10 HD (Small), 11-16 HD (Medium) |
Level Adjustment: | — |
Croconaws are temperamental and have really strong jaws. Croconaws have 48 large teeth and regrow them as they come out. A Croconaw is reptilian in appearance. It has blue scales on its limbs and back, fading to eggshell white on its belly and under its chin.
A Croconaw's mouth makes up a considerable portion of its body weight. Croconaws have red claws and crests.
Combat[edit]
Tactics Round-by-Round:
Croconaws are orally fixated.
- Round 1: Throw a waterball.
- Round 2: Rage, Bite, Grab.
- Round 3: As above.
Improved Grab (Ex): If Croconaw successfully inflicts damage with its bite, it may immediately start a grapple as a free action that does not provoke an attack of opportunity nor require a separate touch attack.
Clamp (Ex): Normally, a creature engaged in a grapple that does not want to be considered grappled must take a -20 on its grapple check. But the Croconaw, when grappling with its mouth, is never considered grappled. It can conduct grapple attacks with its mouth normally without taking penalties on its other attacks, and it need not take the -20 penalty on grapple checks to be considered not grappling.
Spell-like Abilities (Sp): 1/day: control water, waterball as a Sorcerer with a caster level equal to its hit dice.
- The sample Croconaw has a caster level of 6 and a save DC of 10 + spell level for its spell-like abilities.
Rage (Ex): A Croconaw can Rage, as a barbarian of a level equal to its hit dice.
Water Gun (Sp): Croconaw can fire a jet of compressed water. This can either collect in a puddle - in which case it acts as a create water spell cast by a druid of a caster level equal to their hit dice, or it can be used as a weapon - in which case it inflicts 1d8 points of bludgeoning damage (regular or nonlethal) and requires a ranged touch attack. In either case, it has short range (25 ft. plus 5 feet per 2 hit dice).
Back to Main Page → 3.5e Homebrew → Monsters
Adopter | Quantumboost + |
Alignment | Usually Neutral + |
Author | FrankTrollman + |
Challenge Rating | 5 + |
Environment | Any aquatic or near aquatic. + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Undiscussed + |
Size | Small + |
Subtype | Water + and Reptilian + |
Title | Croconaw + |
Type | Magical Beast + |