Skoor

SKOOR 

CR 9

Male Dire Crocodile Animal 16

TN Gargantuan animal

Init +8; Senses Low-Light Vision, Perception +4,

DEFENSE
AC 26, touch 10, flat-footed 22 (+4 Dex, +16 natural, -4 size, )

hp 288 (16d8)+160

Fort +21, Ref +14, Will +9

OFFENSE
Speed 20 ft. Swim 30 ft., Sprint

Melee bite +27 (4d6+18/19-20)

Melee tail slap +21 (4d8+9)

Special Attacks Death Roll (3d6+27 Plus Trip), Grab, Swallow Whole (3d6+27, AC 10, 28 hp), Trip,

STATISTICS
Str 46, Dex 18, Con 31, Int 2, Wis 19, Cha 6

Base Atk +12; CMB +34 (+38 grapple); CMD 48 (52 vs. trip)

Feats  Critical Focus, Improved Critical (Bite), Improved Initiative, Improved Natural Armor, Improved Natural Attack (Bite), Lunge, Power Attack, Weapon Focus (Bite)

Skills  Acrobatics +4, Appraise -4, Bluff -2, Climb +18, Craft (Untrained) -4, Diplomacy -2, Disguise -2, Escape Artist +4, Fly -2, Heal +4, Intimidate -2, Perception +4, Perform (Untrained) -2, Ride +4, Sense Motive +4, Stealth +11, Survival +4, Swim +27,

SQ Hold Breath (124 rounds), Low-Light Vision, Sprint,

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.

Grab (Ex)  If You hit with the indicated attack, you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity.

Hold Breath (Ex)  A crocodile can hold its breath for 124 rounds before it risks drowning.

Low-Light Vision (Ex)  You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Resilient  Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources.

River Rat (marsh or river)  You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

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

Swallow Whole (Ex)  If you begin your turn with an opponent grappled in your mouth, you can attempt a new combat maneuver check. If you succeed, you swallow your prey, and the opponent takes bite damage.

Trip (Ex)  You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.