Crocodile (CR 2)
Alignment: Always neutral
Initiative: +1 (Dex); Senses: low-light vision, Listen +4, and Spot +12
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Hit Dice: 3d8+9 (22 hp)
Fort +6, Ref +4, Will +2
Speed: 20 ft., swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +6
Attack: Bite +6 melee or tail slap +6 melee
Full Attack: Bite +6 melee or tail slap +6 melee
Damage: Bite 1d8+6; tail slap 1d12+6
Special Attacks/Actions: Improved grab
Abilities: Str 19, Dex 12, Con 17, Int 2, Wis 12, Cha 2
Special Qualities: Hold breath
Feats: Alertness; Skill Focus (Hide)
Skills: Hide +7*, Listen +4, and Spot +12
Advancement: 4-5 HD (Medium-size)
Climate/Terrain: Warm marsh
Organization: Solitary or colony (6-11)
Combat Grab (Ex): To use this ability, crocodile must hit a Medium-size or smaller opponent with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. The crocodile automatically deals bite damage each round it maintains the pin.
Skills: A crocodile gains a +12 racial bonus to Hide checks when submerged.