Hit Dice: 4d8+16 (34 hp)
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +3/+12
Attack: Bite +7 melee (1d10+7) or tail slap +7 melee (1d12+7)
Full Attack: Bite +7 melee (1d10+7) or tail slap +7 melee (1d12+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 21, Dex 10, Con 19, Int 1, Wis 12, Cha 2
Skills: Hide +4*, Listen +4, Spot +4, Swim +13
Feats: Alertness, Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary or Colony (6-11)
Challenge Rating: 3
Alignment: Always Neutral
Advancement: 5-6 HD (Large)
The statistics presented here describe a large crocodile about 10-15 feet in length. The statistics in the Monster Manual describe a smaller crocodile, such as the caiman.
Large crocodiles use the same tactics as their smaller cousins.
Improved Grab (Ex): To use this ability, a large crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Hold Breath (Ex): A large crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Skills: A large crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A large crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a large crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.