D&D4 Wiki
Advertisement
Summon Crocodile
Druid attack 9

Chomping its jaws, a great crocodile appears at your command.

Ranged 5

Effect: You summon a Large crocodile in an unoccupied space within range. The crocodile has speed 6 and swim 8. You can give the crocodile the following special command. On the turn you summon the crocodile, you give that command as part of using this power.

Standard Action: Melee 1; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier damage, and the crocodile grabs the target. The target takes a -3 penalty to escape checks against the crocodile.

Instinctive Effect: If you haven't given the crocodile any commands by the end of your turn, it sustains the grab and attacks the creature it's grabbing. If it can't do that, it attacks an adjacent enemy if it can. Otherwise, it moves its speed to a square adjacent to an enemy.

Summon Crocodile is a 9th-level druid daily power. You summon an allied crocodile to do your bidding for you. The crocodile has hit points equal to your bloodied value, and defenses equal to your own. If it drops to zero hit points, it is destroyed, and you lose a healing surge. If you have no surges left, you instead lose HP equal to half your bloodied value. The crocodile has no healing surges of its own, but if a power allows it to spend a surge, you can spend one for it. The summoned crocodile lasts until the end of the encounter, or until dismissed as a minor action, then disappears.

You can command the creature by spending actions to control it mentally. Line of effect is required. When controlling, you share knowledge but not senses. As a minor action, you can command the crocodile to do one of the following, if capable: crawl, escape, fly, open/close a door or container, pick up/drop an item, run, stand, shift, squeeze, or walk. Commanding the crocodile to attack in battle is a standard action.[PrP:44][PH2:221]

Advertisement