Free interactive D&D 5e SRD stat block

Crocodile

Large Beast, CR 1/2, AC 12, 13 HP. Unaligned.

A crocodile lurking in murky river water with only its armored head visible.
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Large Beast, Unaligned

AC
12
Initiative
+0 (10)
HP
13 (2d10+2)
Speed
20 ft., Swim 30 ft.
ScoreModSave
STR 15 +2 +2
DEX 10 +0 +0
CON 13 +1 +3
INT 2 -4 -4
WIS 10 +0 +0
CHA 5 -3 -3
Skills
Stealth +2
Senses
Passive Perception 10
Languages
None
CR
1/2 (XP 100; PB +2)

Traits

Hold Breath. The crocodile can hold its breath for 1 hour.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8+2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition.

How to run Crocodile

A crocodile is an environmental hazard with a stat block. CR 1/2, AC 12, 13 HP, 30 ft. swim and 20 ft. walk. The encounter is the river, not the croc. Players who walk past a slow-moving brown stretch of water without rolling Perception are the target audience for this monster.

Set the ambush at the water's edge. Crocodiles have +2 Stealth and Dex 10, so they are not invisible, but they are flat-bottomed logs in murky water until something steps within reach. The Bite is +4 to hit for 6 damage (1d8+2), and on hit grapples a Medium or smaller creature (escape DC 12) with the Restrained condition. The fight resolves in two or three rounds because 13 HP folds to a single martial hit, but the surprise round is where the damage happens. A grappled PC who fails a Strength check goes underwater, and now the rest of the party is rolling Athletics or Acrobatics against the current while their friend takes drowning damage. That is the whole encounter shape: a brief panic, a save-or-suffer, and a dead reptile. Hold Breath means the crocodile can wait underwater for an hour without issue.

Use them in groups of two or three for any party past tier 1. A single croc is a speed bump. Three crocs in a fording scene, with one dragging the heaviest-armored PC into deep water while the other two snap at the rescuers, is a memorable five minutes. They have no judgment beyond that smells like food, so do not try to run them as tactical opponents. They just hold what they grab.

Describe the bite as a clamp, not a chew. The horror is the lock, not the wound. A crocodile that will not let go is scarier than one that bites twice.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block, attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills, to roll dice instantly.
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