No. Enc.: 1d6 (1d10)
Alignment: Neutral
Movement: 180' (60')
—Swim: 90' (30')
Armor Class: 5
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d8
Save: L1
Morale: 10
Hoard Class: II
XP: 38
Movement: 180' (60')
—Swim: 90' (30')
Armor Class: 5
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d8
Save: L1
Morale: 10
Hoard Class: II
XP: 38
Croakiles are 2' long amphibious creatures that inhabit jungles, swamps, bodies of fresh water, abandoned sewers, and Ancient ruins. They are spry and tenacious, and will doggedly spring after prey many times their size.
They can cling to even the smoothest of surfaces and ceilings, and frequently drop from above onto unsuspecting prey, Surprising on a roll of 1-4 on a 1d6.
Croakiles secrete a fluid (a Class 11 poison) that has powerful hallucinogenic properties. Those that fail their initial Saving Throw against the Paralysis are also Confused for 3d4 rounds...but they gain a +2 Bonus against all Mental Attacks for 1d4 days. If extracted from a dead specimen, the chemical retains its potency for 2d4 days; it is highly prized by shamans, medics, and thrillseekers.
Licking a live croakile is considered a right of passage (albiet a foolhardy one) in some communities.
Mutations: Dermal Poison Slime
They can cling to even the smoothest of surfaces and ceilings, and frequently drop from above onto unsuspecting prey, Surprising on a roll of 1-4 on a 1d6.
Croakiles secrete a fluid (a Class 11 poison) that has powerful hallucinogenic properties. Those that fail their initial Saving Throw against the Paralysis are also Confused for 3d4 rounds...but they gain a +2 Bonus against all Mental Attacks for 1d4 days. If extracted from a dead specimen, the chemical retains its potency for 2d4 days; it is highly prized by shamans, medics, and thrillseekers.
Licking a live croakile is considered a right of passage (albiet a foolhardy one) in some communities.
Mutations: Dermal Poison Slime