Where reptile

You are a natural chapechanger. Your shape can change from human to crocadile and an in between form. You can be cold and calculating just like your reptile counterparts.

Ability score increase: Your constitution increases with 2

Amphibious. You may breath both air and water indefinitely.

Lycanthropic Regeneration: You could mimic the trollkin’s regenerative ability, allowing the wereshark to spend a certain number of hit dice when they change into their alternate form (1 at 1st, then an additional one at set levels).

Natural Shapechanger
Natural Shapechanger possess the ability to assume two alternate forms—the hybrid and the reptile form . As an action, you may change into either your hybrid form or your reptile form. You may remain in this form 1 hour, reverting to your humanoid form when the time expires, you go unconscious, you drop to 0 hit points, or you die. You may revert to your humanoid form as a bonus action. Once you use this ability, you may not use it again until you take a short or long rest.

Makara
Ability score increase: Your strenght increases with 1.

Hybrid Form. In your hybrid form you grow sharp teeth and take on a more intimidating crocodile-like appearance. This hybrid form may use weapons, wear armor, and carry equipment normally. Your unarmed strikes deal 1d6 piercing damage. In addition, you gain advantage on Charisma (Intimidate) checks, and Wisdom (Perception) checks that rely on smell. You gain disadvantage on Intelligence checks and all other Charisma checks.
  • crocodile Form.* You may assume the form of a crocadeile as if using the druid’s wild shape class feature. Unlike the druid’s wild shape feature, your hit points remain the same between forms and your physical ability scores in crocadile form cannot be lower than your humanoid form’s physical ability scores due to this feature. At 12th level you instead assume the form of a when you use this ability.

Crocodile
Large beast, unaligned
Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (2) 10 (0) 13 (1) 2 (-4) 10 (0) 5 (-3)
Skills Stealth +2
Senses passive Perception 10
Languages
Challenge 1/2 (100 XP)
Hold Breath. The crocodile can hold its breath for 15 minutes.
A c t i o n s
Bite. Melee Weapon Attack: + 4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage, and the target is grappled.
Until this grapple ends, the target is restrained, and the
crocodile can’t bite another target.

Giant crocodile
Huge beast, unaligned
Armor Class 14 (natural armor)
Hit Points 85 (9d12+27)
Speed 30 ft., swim 50 ft.
STR DEX CON INT WIS CHA
21 (5) 9 (-1) 17 (3) 2 (-4) 10 (0) 7 (-2)
Skills Stealth +5
Challenge 5 (1,800 XP)
Hold Breath. The crocodile can hold its breath for 30 minutes.

Actions
Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Naga
Ability score increase: Your dexterity score increases with 1
Hybrid Form. In your hybrid form you grow sharp teeth and take on a more intimidating Snake-like appearance. This hybrid form may use weapons, wear armor, and carry equipment normally. Your unarmed strikes deal 1d6 piercing damage. In addition, you gain advantage on Charisma (Intimidate) checks, and Wisdom (Perception) checks that rely on smell. You gain disadvantage on Intelligence checks and all other Charisma checks.

  • snake Form.* You may assume the form of a constrictor snake as if using the druid’s wild shape class feature. Unlike the druid’s wild shape feature, your hit points remain the same between forms and your physical ability scores in crocadile form cannot be lower than your humanoid form’s physical ability scores due to this feature. At 12th level you instead assume the form of a poisenous snake when you use this ability.

C o n s tr ic to r Sn a k e
Large beast, unaligned
Armor Class 12
Hit Points 13 (2d10 + 2)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (2) 14 (2) 12 (1) 1 (-5) 10 (0) 3 (-4)
Senses blindsight 10 ft., passive Perception 10
Languages —
Challenge 1/4 (50 XP)
A c t i o n s
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target
is grappled. Until this grapple ends, the creature is restrained,
and the snake can’t constrict another target.

Po iso n o u s Sn a k e
Tiny beast, unaligned
Armor Class 13
Hit Points 2 (1d4)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
2 (-4) 16 (3) 11 (0) 1 (-5) 10 (+0) 3 (-4)
Senses blindsight 10 ft., passive Perception 10
Languages
Challenge 1/8 (25 XP)
A c t i o n s
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage, and the target must make a DC 10
Constitution saving throw, taking 5 (2d4) poison damage on a
failed save, or half as much damage on a successful one.

Giant constrictor snake
Huge beast, unaligned
Armor Class 12
Hit Points 60 (8d12+8)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
19 (4) 14 (2) 12 (+1) 1 (-5) 10 (0) 3 (-4)
Skills Perception +2
Senses blindsight 10 ft.
Challenge 2 (450 XP)

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

Giant poisenous snake
Medium beast, unaligned
Armor Class 14
Hit Points 60 (2d8+2)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
10 (0) 18 (4) 13 (1) 2 (-4) 10 (0) 3 (-4)
Skills Perception +2
Senses blindsight 10 ft.
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Races

Where reptile

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