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Werecrocodile Lycanthropy

Werecrocodiles are selfish lycanthropes whose animal form is that of a crocodile.They prefer to live in swamps or flooded plains and have a taste for human flesh. In human form, werecrocodiles often use a khopesh sword or longbow; in crocodile form they prefer to grab their opponent and hold it underwater. Werecrocodiles might also assume a hybrid form with the head of a crocodile and body of a muscular human with thick crocodilian skin. They are powerful hunters and are feared throughout many lands.   A werecrocodile is a patient predator, but behind that veneer lies a ferocious beast. In humanoid form, a werecrocodile has very rough skin and a noticeable underbite. Most werecrocodiles patiently wait in crocodile form in large bodies of water, lashing out at prey that draws too near, typically entering hybrid form to attack prey further inland. Most werecrocodiles build simple dens near rivers, lakes, and swamps, and while they tend to dislike others of their kind, multiple werecrocodiles might hunt in the same area, and a werecrocodile that hunts particularly well might share its spoils with other werecrocodiles.
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Werecrocodile Lycanthropy

 Prerequisites: Bitten by a Werecrocodile
 Benefit: A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in nonhumanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.   A humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, their alignment becomes the one defined for the lycanthrope.   Werecrocodile. (Neutral Evil.) The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in crocodile or hybrid form (from natural armour). Attack and damage rolls for the natural weapons are based on Strength.   Speed. Swim 30 ft in crocodile or hybrid form   Damage Resistances. Bludgeoning, Piercing, And Slashing Damage From Nonmagical Weapons That Aren't Silvered   Shapechanger. The werecrocodile can use its action to polymorph into a Large crocodile-humanoid hybrid or into a Large crocodile, or back into its true form, which is humanoid. Its statistics, other than its size and AC, 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.   Hold Breath. The werecrocodile can hold its breath for 15 minutes.   Multiattack. In hybrid form, the werecrocodile makes two attacks, only one of which can be a bite.   Bite (Crocodile or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecrocodile lycanthropy.   Deathroll. As a bonus action the Werecrocodile rolls with a creature it has grappled in its mouth. Melee weapon attack: +4 to hit, one creature grappled. Hit: 12 (2d10 + 2) bludgeoning damage.
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