Crocodilians
T
his amphibious family of reptilian predators
excels at hunting creatures both in and out of Alligators
the water. Though their sizes vary, almost all
crocodilians are ambush predators, waiting Smaller and faster than their crocodile cousins, alligators live
within the water and attacking unsuspecting in swampy environments and can withstand colder climates
prey that strays too close to the shoreline. than the rest of their kin. Reaching between 10 and 15 feet in
Once their victim is secure within their jaws, length and weighing 500 pounds, alligators pose a significant
they will pull it out into the deep water, where it will have hazard to swamp-dwelling humanoids. Despite this, they are
difficulty escaping often hunted for their meat and valuable hides.
Rip and Tear. Crocodilians have one of the strongest bite Favored Pets. Swamp-dwelling humanoids will sometimes
forces in the animal kingdom, capable of shattering bones keep alligators as pets or guard animals to protect their
with a single chomp. However, for all its power, the jaw of a territory. An isolated, misanthropic human might keep gators
crocodilian cannot chew. They overcome this shortcoming by around his swamp shack, lizardfolk druids often create bonds
combining their powerful bite with a "death roll." When a with alligators living amongst their tribe, and hags may have
creature is grappled within its jaws, the crocodilian will alligator pets they dote on like spoiled puppies.
rapidly twist and spin its body in the water, allowing it to Giant Alligators. Occasionally, especially large and
quickly disable and dismember its prey. monstrous alligators emerge to terrorize the swamps. A giant
alligator could result from magical enhancement, a member
of a new subspecies, or simply a particularly old ornery gator
that has grown especially large over the years.
Alligator
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 3 (-4) 14 (+2) 5 (-3)
Skills Perception +4, Stealth +3
Senses darkvision 30 ft., passive Perception 14
Languages ━
Challenge 1/2 (100 XP) Proficiency Bonus +2
Hold Breath. The alligator can hold its breath for 15
minutes.
Watery Lurker. The alligator has advantage on
Dexterity (Stealth) checks while submerged in
water.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (1d10 + 2) piercing damage, and
the target is grappled (escape DC 12). Until this
grapple ends, the target is restrained, and the
alligator can't bite another target.
Death Roll. One creature the alligator has grappled in
the water must make a DC 12 Strength saving
throw, taking 13 (2d10 + 2) piercing damage on a
failed save or half as much damage on a successful
one.
Caiman
Giant Alligator Most subspecies of this smaller breed of crocodilian only
Large beast, unaligned grow to a modest length of 5 to 10 feet and generally stay
under 100 pounds. They live within the riverways of deep
Armor Class 14 (natural armor) jungles and other tropical environments. Caimans make up
Hit Points 67 (9d10 + 18) for their lack in size by sporting a more heavily armored hide
Speed 30 ft., swim 30 ft. and traveling in highly aggressive groups capable of ripping
apart most other creatures in their path.
STR DEX CON INT WIS CHA
20 (+5) 10 (0) 14 (+2) 3 (-4) 14 (+2) 5 (-3)
Caiman
Skills Perception +4, Stealth +2 Small beast, unaligned
Senses darkvision 30 ft., passive Perception 14
Languages ━ Armor Class 14 (natural armor)
Challenge 3 (700 XP) Proficiency Bonus +2 Hit Points 9 (2d6 + 2)
Speed 20 ft., swim 30 ft.
Hold Breath. The alligator can hold its breath for 20
minutes.
STR DEX CON INT WIS CHA
Watery Lurker. The alligator has advantage on
Dexterity (Stealth) checks while submerged in 12 (+1) 12 (+1) 12 (+1) 3 (-4) 14 (+2) 5 (-3)
water.
Skills Perception +4, Stealth +3
Actions Senses darkvision 30 ft., passive Perception 14.
Multiattack. The alligator makes two attacks: one Languages ━
Challenge 1/4 (50 XP) Proficiency Bonus +2
with its bite and one with its tail. It can't make both
attacks against the same target.
Hold Breath. The caiman can hold its breath for 25
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., minutes.
one target. Hit: 16 (2d10 + 5) piercing damage, and
the target is grappled (escape DC 16). Until this Watery Lurker. The caiman has advantage on
grapple ends, the target is restrained, and the Dexterity (Stealth) checks while submerged in
alligator can't bite another target. water.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., Actions
one target not grappled by the alligator. Hit: 9 (1d8
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
+ 5) bludgeoning damage.
one target. Hit: 4 (1d6 + 1) piercing damage, and
Death Roll. One creature the alligator has grappled in the target is grappled (escape DC 11). Until this
the water must make a DC 16 Strength saving grapple ends, the target is restrained, and the
throw, taking 32 (5d10 + 5) piercing damage on a caiman can't bite another target.
failed save or half as much damage on a successful
one. Death Roll. One creature the caiman has grappled in
the water must make a DC 11 Strength saving
throw, taking 7 (2d6 + 1) piercing damage on a
failed save or half as much damage on a successful
one.
Crocodiles
Reaching over 15 feet and weighing over 1000 pounds, these
monstrous reptiles are the largest of all modern crocodilians.
They are the bane of any creature that must drink from or
attempt to cross their river homes. Unlike alligators,
crocodiles cannot tolerate colder climates and are regulated
to tropical and desert waters. But, unlike alligators, they can
dwell in saltwater rivers and marshes.
Cold-Blooded Killers. Of all crocodilians, crocodiles are
the most prone to attacking humanoids, actively hunting
them down at watering holes, and few crocodiles can easily
terrorize a small riverside village. Some humanoids put these
deadly predators to nefarious use. Rivers and moats
surrounding a lair can be filled with crocodiles to make these
defenses extra deadly, and a crocodile-filled pit makes for a
deadly trap and a gruesome way of disposing of prisoners.
Saltwater Crocodiles. Saltwater crocodiles are the largest
of all modern reptiles, ruling as the apex predators of the
saltwater marshes where they live. They are among the most
aggressive crocodiles, and anyone who unwittingly stumbles
into their territory is immediately viewed as prey.
Crocodile Saltwater Crocodile
Large beast, unaligned Large beast, unaligned
Armor Class 13 (natural armor) Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10) Hit Points 52 (7d10 + 14)
Speed 20 ft., swim 30 ft. Speed 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 3 (-4) 14 (+2) 5 (-3) 18 (+4) 12 (+1) 14 (+2) 3 (-4) 14 (+2) 5 (-3)
Skills Perception +4, Stealth +3 Skills Perception +4, Stealth +3
Senses darkvision 30 ft., passive Perception 14 Senses darkvision 30 ft., passive Perception 14
Languages ━ Languages ━
Challenge 1 (200 XP) Proficiency Bonus +2 Challenge 2 (450 XP) Proficiency Bonus +2
Hold Breath. The crocodile can hold its breath for 15 Hold Breath. The crocodile can hold its breath for 15
minutes. minutes.
Watery Lurker. The crocodile has advantage on Watery Lurker. The crocodile has advantage on
Dexterity (Stealth) checks while submerged in Dexterity (Stealth) checks while submerged in
water. water.
Actions Actions
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage, and one target. Hit: 15 (2d10 + 4) piercing damage, and
the target is grappled (escape DC 14). Until this the target is grappled (escape DC 15). Until this
grapple ends, the target is restrained, and the grapple ends, the target is restrained, and the
crocodile can't bite another target. crocodile can't bite another target.
Death Roll. One creature the crocodile has grappled Death Roll. One creature the crocodile has grappled
in the water must make a DC 14 Strength saving in the water must make a DC 15 Strength saving
throw, taking 17 (4d6 + 3) piercing damage on a throw, taking 26 (4d10 + 4) piercing damage on a
failed save or half as much damage on a successful failed save or half as much damage on a successful
one. one.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Giant Crocodiles. These nightmarish beasts are the In some cultures, crocodiles are seen as divine figures tied
subject of local myth and legend. Some giant crocodiles make to specific gods. In these situations, a giant crocodile might
their lairs deep in long-lost jungle ruins and rivers far from appear at the behest of one or more gods. They may be sent
civilization. Others might be summoned by a vengeful druid to test the metal of mortal champions, guard sacred
or other force of nature, and the appearance of a single giant locations, or enact divine punishment upon those who have
crocodile can drive a whole village out of its territory. displeased the gods.
Giant Crocodile Actions
Huge beast, unaligned Multiattack. The crocodile makes two attacks: one with
its bite and one with its tail. It can't make both attacks
Armor Class 14 (natural armor) against the same target.
Hit Points 85 (9d12 + 27)
Speed 20 ft., swim 40 ft. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 22 (3d10 + 6) piercing damage, and the
target is grappled (escape DC 17). Until this grapple
STR DEX CON INT WIS CHA ends, the target is restrained, and the crocodile can't
bite another target.
22 (+6) 10 (+0) 17 (+3) 3 (-4) 14 (+2) 5 (-3)
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target not grappled by the crocodile. Hit: 15 (2d8 + 6)
Skills Perception +5, Stealth +3
Senses darkvision 30 ft., passive Perception 15 bludgeoning damage.
Languages ━ Death Roll. One creature the crocodile has grappled in
Challenge 5 (1,800 XP) Proficiency Bonus +3 the water must make a DC 17 Strength saving throw,
taking 44 (7d10 + 6) piercing damage on a failed save
Hold Breath. The crocodile can hold its breath for 15 or half as much damage on a successful one.
minutes.
Watery Lurker. The crocodile has advantage on Dexterity
(Stealth) checks while submerged in water.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Deinosuchus
No creature is safe within the primeval rivers of these ancient A deinosuchus encountered by humanoids is
crocodilians. Growing to over 30 feet and weighing over 4 treated as a creature of legend, subject to terror and
tons, the deinosuchus is a monster that eats other monsters, veneration. Lizardfolk hold a particular reverence for these
and it even counts dinosaurs such as the mighty ancient beasts. A tribe that encounters a deinosuchus will
tyrannosaurus amongst its prey. May the gods have mercy on likely worship it as a demigod, protecting it with their lives as
any fledgling adventurers that stray near its waters. they direct its primeval wrath upon their enemies.
Deinosuchus Actions
Huge beast, unaligned Multiattack. The deinosuchus makes two attacks: one
with its bite and one with its tail. It can't make both
Armor Class 15 (natural armor) attacks against the same target.
Hit Points 126 (12d12 + 48)
Speed 30 ft., swim 40 ft. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 34 (5d10 + 7) piercing damage, and the
target is grappled (escape DC 18). Until this grapple
STR DEX CON INT WIS CHA ends, the target is restrained, and the deinosuchus can't
bite another target.
25 (+7) 9 (-1) 18 (+4) 3 (-4) 14 (+2) 5 (-3)
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target not grappled by the deinosuchus. Hit: 20 (3d8 +
Skills Stealth +2, Perception +5
7) bludgeoning damage.
Senses darkvision 30 ft., passive Perception 15
Languages ━ Death Roll. One creature the deinosuchus has grappled
Challenge 8 (3,900 XP) Proficiency Bonus +3 in the water must make a DC 18 Strength saving throw,
taking 67 (11d10 + 7) piercing damage on a failed save
Hold Breath. The deinosuchus can hold its breath for 15 or half as much damage on a successful one.
minutes.
Watery Lurker. The deinosuchus has advantage on
Dexterity (Stealth) checks while submerged in water.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Gharial
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 9 (2d8)
Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 10 (+0) 4 (-4) 14 (+2) 5 (-3)
Gharials Skills Stealth +2, Perception +5
These crocodilians are easily recognized by their long, Senses darkvision 30 ft., passive Perception 15.
slender jaws and bulbous nose. Though they reach lengths Languages ━
similar to crocodiles at 10 to 20 feet, they are more petite, Challenge 1/2 (100 XP) Proficiency Bonus +2
weighing less than most alligators at around 350 pounds.
The slim gharial is the most hydrodynamic of all Watery Lurker. The gharial has advantage on
crocodilians, trading land speed for increased water mobility. Dexterity (Stealth) checks while submerged in
This mobility, combined with their long-reaching jaws, makes water.
gharials excellent at catching fish, which serve as their Hold Breath. The gharial can hold its breath for 15
primary food source. minutes.
Gharials are among the least aggressive of all the
crocodilians towards humanoids. Unless their young are Actions
being threatened, they are unlikely to attack humanoids Bite. Melee Weapon Attack: +4 to hit, reach 10 ft.,
unless they are being controlled by magical means, serving a one target. Hit: 8 (1d12 + 2) piercing damage, and
druid or other nature spirit, or being driven mad by some the target is grappled (escape DC 12). Until this
corrupting force acting on their environment. grapple ends, the target is restrained, and the gharial
can't bite another target.
Optional Rule: Tonic Immobility Death Roll. One creature the gharial has grappled in
Crocodilians can be subjected to a condition called the water must make a DC 12 Strength saving
tonic immobility. This occurs when the crocodilian throw, taking 15 (2d12 + 2) piercing damage on a
is held on its back for 15-20 seconds, causing it to failed save or half as much damage on a successful
temporarily pass out. If you wish to represent this one.
in your games, you can have crocodilians who fall
prone for 3 rounds fall unconscious before waking
up after another 3 rounds.
Art Credit
Thousand Teeth - Ghosts of Saltmarsh, Wizards of the
Coast
River Landscape - Annibale Carracci
Dismal Backwater - Sam Burley, Magic the Gathering
Crocodile Pit - Greg Staples, Magic the Gathering
Crocodile of the Crossing - Kev Walker, Magic the
Gathering
Wardscale Crocodile - Zezhou Chen, Magic the Gathering
Algae Gharial - Micheal Ryan, Magic the Gathering
Grayscaled Gharial - Chris Dien, Magic the Gathering
1.1.0 Changes
Changed death roll from an attack roll to a strength save
Changed Sarcosuchus size to huge, and changed
Sarcosuchus to Deinosuchus, because Sarchosuchus
probably didn't death roll
Added gharial
Added optional rule for tonic immobility
1.1.1 Changes
Changed art for front page and deinosuchus
1.1.2 Changes
Cleaned up alligator, caiman, and crocodile statblocks (but
not giant crocodile)
1.1.3 Changes
Cleaned up all statblocks
Added art credit for river landscape
1.1.4 Changes
Revised text
Revised art layout
1.1.5 Changes
Italicize headings
Increase opacity of background image on front page
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.