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.