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    Summoned Creature: Crocodile


    Crocodile CR 2
    XP --
    N
    Large celestial/fiendish animal
    Init +1; Senses darkvision 60 ft., low-light vision; Perception +8
     DEFENSE
    AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
    hp 22 [28]
    (3d8+9) [3d8+15]
    Fort +6 [+8], Ref +4, Will +2
    SR 7
    Celestial - Resist Acid, Cold, and Electricity 5
    Fiendish - Resist Cold and Fire 5
     OFFENSE
    Speed 20 ft., swim 30 ft.; sprint
    Melee bite +5 [+7] (1d8+4 [1d8+6] plus grab) and tail slap +0 [+2] (1d12+2) [1d12+3]
    Special Attack death roll (1d8+6 [1d8+9] plus trip), Smite evil/good
     STATISTICS
    Str 19 [23], Dex 12, Con 17 [21], Int 1, Wis 12, Cha 2
    Base Atk +2; CMB +7 [+9]
    (+11 [+13] grapple); CMD 18 [20] (22 [24] vs. trip)
    Feats Skill Focus (Perception, Stealth)
    Skills Perception +8, Stealth +5 (+13 in water), Swim +12 [+14]; Racial Modifiers +8 on Stealth in water
    SQ hold breath
     SPECIAL ABILITIES

    Death Roll (Ex)

    When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.

    Hold Breath (Ex)

    A crocodile can hold its breath for a number of rounds (68) [84] equal to 4 times its Constitution score before it risks drowning.

    Sprint (Ex)

    Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

    Smite evil/good

    1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+3) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

    Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.