Feymire Crocodile
Huge fey beast (reptile)
Level 10 Elite Soldier XP 1000

Initiative +9        Senses Perception +8; low-light vision
Feymire aura 2; enemies treat the area within the aura as difficult terrain
HP 216; Bloodied 108
Regeneration 5 (if the feymire crocodile takes fire damage, its regeneration doesn’t function on its next turn)
AC 28; Fortitude 29, Reflex 21, Will 24
Saving Throws +2
Speed 6, swim 8
Action Points 1

Bite (standard, at-will)

Reach 2; +17 vs AC; 2d8+6 damage, plus the target is grabbed (until escape). The feymire crocodile cannot make bite attacks while grabbing a creature, but it can use clamping jaws.

Clamping Jaws (standard, at-will)

If a feymire crocodile begins its turn with a target grabbed in its jaws, it makes an attack against the grabbed creature; +17 vs AC; 3d8+6 damage. Miss: Half damage.

Swallow (standard, at-will)

The feymire crocodile attempts to swallow a bloodied Medium or smaller creature it is grabbing; +15 vs Fortitude; on a hit, the target is swallowed and dazed and restrained (no save) and takes 10 damage on subsequent rounds at the start of the crocodile’s turn. The only attacks the swallowed target can make are basic attacks. If the feymire crocodile dies, any creature trapped in the gullet can escape as a move action, ending that action in a square formerly occupied by the crocodile.

Alignment Unaligned        Languages -
Skills Stealth +12
Str 22 (+11)      Dex 15 (+7)      Wis 17 (+8)
Con 20 (+10)      Int 5 (+2)      Cha 8 (+4)

Revision (8/11/2008)
In swallow, replace “restrained” with “dazed and restrained”.

Revision (8/11/2008)
Replace the second sentence with “The only attacks the swallowed target can make are basic attacks.”

Published in Monster Manual, page(s) 45, Dungeon Delve, page(s) 45, 46, P1 King of the Trollhaunt Warrens, page(s) 56.