Mudcroc

Small • Beast • Unaligned

Armor Class 13

Hit Points 22 (5d6 + 5)

Speed 30 ft., burrow 20 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
13 (+1)12 (+1)12 (+1)2 (-4)10 (+0)5 (-3)

Skills Stealth +3

Senses blindsight 10 ft., tremorsense 30 ft., passive Perception 10

Languages

CR 1/2 (XP 200; PB +2)

A squat crocodilian beast with rocky scales, glowing eyes, and thick clawed legs.

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

Patient Hunter. The mudcroc has advantage on Dexterity (Stealth) checks when it isn't moving.

ACTIONS

Bite. Melee Weapon Attack: +3, reach 5 ft. Hit: 4 (1d6 + 1) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 11).

REACTIONS

Death Roll. Trigger: The mudcroc takes damage from a creature it is grappling. Response - Strength Saving Throw: DC 11. Failure: 3 (1d6) piercing damage, and the target is knocked prone. Success: Half damage.

Mudcroc

Small • Beast • Unaligned

Armor Class 11

Hit Points 3 (1d6)

Speed 30 ft., burrow 20 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
11 (+0)10 (+0)10 (+0)2 (-4)10 (+0)5 (-3)

Skills Stealth +2

Senses blindsight 10 ft., tremorsense 30 ft., passive Perception 10

Languages

CR 0 (XP 10; PB +2)

A squat crocodilian beast with rocky scales, glowing eyes, and thick clawed legs.

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

Patient Hunter. The mudcroc has advantage on Dexterity (Stealth) checks when it isn't moving.

ACTIONS

Bite. Melee Weapon Attack: +2, reach 5 ft. Hit: 1 piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 10).

Mudcroc

Small • Beast • Unaligned

Armor Class 15

Hit Points 55 (10d6 + 20)

Speed 30 ft., burrow 20 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
16 (+3)13 (+1)14 (+2)2 (-4)10 (+0)5 (-3)

Saving Throws Str +5, Con +4

Skills Stealth +3

Senses blindsight 10 ft., tremorsense 30 ft., passive Perception 10

Languages

CR 3 (XP 700; PB +2)

A squat crocodilian beast with rocky scales, glowing eyes, and thick clawed legs.

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

Patient Hunter. The mudcroc has advantage on Dexterity (Stealth) checks when it isn't moving.

ACTIONS

Bite. Melee Weapon Attack: +5, reach 5 ft. Hit: 16 (3d8 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13).

REACTIONS

Death Roll. Trigger: The mudcroc takes damage from a creature it is grappling. Response - Strength Saving Throw: DC 13. Failure: 10 (3d6) piercing damage, and the target is knocked prone. Success: Half damage.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.