Werecrocodile

Medium humanoid (human, shapechanger), chaotic evil

Armor Class

10 in humanoid form, 12 (natural armor) in crocodile or hybrid form

Hit Points

104 (16d8 + 32)

Speed

30 ft. (20 ft., swim 30 ft. in crocodile or hybrid form)

STR

16 (+3)

DEX

10 (+0)

CON

14 (+2)

INT

10 (+0)

WIS

10 (+0)

CHA

8 (-1)

Damage Immunities

bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses

passive Perception 10

Skills

Stealth +3

Languages

Common (can't speak in crocodile form)

Challenge

5 (1,800 XP)

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 is 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.

Actions

Multiattack (Humanoid or Hybrid Form Only). The werecrocodile makes two attacks with its halberd.

Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werecrocodile lycanthropy.

medium
humanoid
cr5
homebrew