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Skeletal CrocodileCreature 7


HugeEvilMindlessSkeletonUndeadUnholy
Source Pathfinder #180: The Smoking Gun
Perception +16 (darkvision)
Languages none
Skills Athletics +20, Intimidation +15
Str +7, Dex +2, Con +4, Int -5, Wis +2, Cha +2

AC 25; Fort +15; Reflex +15; Will +13;
HP 125 (void healing)
Speed 30 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances Cold 5, Electricity 5, Fire 5, Piercing 5, Slashing 5

Claw One Action +18 (+14, +10) to hit (agile, reach 10, unarmed) 2d6+11 Slashing
Bite One Action +18 (+13, +8) to hit (reach 15) 2d6+11 Piercing
Tail One Action +18 (+14, +10) to hit (agile, reach 10) 2d6+11 Bludgeoning

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Broad Swipe Two Actions

The crocodile makes two Strikes with its tail against two adjacent foes, both of whom are within its reach. The multiple attack penalty does not increase until after both attacks are resolved.

Reconfigure Three Actions

Part machine and part skeleton, the crocodile reconfigures its mechanical components, either reducing its size to Large or returning its size to Huge if it is currently Large.

Skull Shot Two Actions

The skeletal crocodile detaches its skull and fires it at a target within 30 feet, making a bite Strike. If the Strike is successful and the target is Large or smaller, the crocodile uses a heavy chain to retract its skull back to its body, dragging the targeted creature 30 feet.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Huge giants and other enormous creatures make powerful skeletons.


Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.

Skeleton

This undead is made by animating a dead creature's skeleton with void energy. An ability with this trait can be used or selected only by skeletons.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.