
Crocodile
Old as the marsh and twice as hungry. Jory Reedwater will not say the word on the water; he calls them 'the uncles'.
Stats
- Level
- 12–16 (data base level 14; monsters are rescaled to the level of the spawner they come from)
- Hit points
- 857 at level 14
- Damage
- 11–22 per hit (×5.67 in combat before your armour: ≈ 62–125)
- Damage type
- Physical
- Armor class (defence)
- 48 (blocks that share of your weapon damage: AC / (AC + 100 + 8 × your level), max 60%; spells ignore AC)
- Accuracy (hit)
- 24 (its chance to hit you = 80% + 1% × (accuracy − your AC), 10–95%)
- Attack speed
- one attack every 1.8 s
- Move speed
- 35 (game units; higher is faster)
- XP when killed
- 228 at level 14
- Element
- None (physical creature)
- Family
- Reptile
Stats by spawn level
| Level | HP | Damage | Hit (×combat mult) | AC | Accuracy | XP |
|---|---|---|---|---|---|---|
| 12 | 615 | 10–19 | 42–80 | 46 | 22 | 193 |
| 14 | 857 | 11–22 | 62–125 | 48 | 24 | 228 |
| 16 | 1,153 | 12–25 | 87–182 | 50 | 26 | 263 |
Champions (about 2% of spawns of ordinary monsters) have ×3 HP, ×1.6 damage and ×3 XP, better loot and +6 AC / +4 accuracy. Values are for Normal (1×) difficulty; see Combat.
Resistances & weaknesses
| Fire | Ice | Poison | Earth | Storm | Holy | Dark |
|---|---|---|---|---|---|---|
| normal | normal | normal | normal | normal | normal | normal |
Derived exactly as the game does (elemental_mult): same element ×0.75, opposite element ×1.5, Void creatures ×0.8 to everything. Physical damage is reduced by AC instead.
Abilities
- Hits are 20% poison, rest physical
- Wounds: 30% chance to cut your healing/regeneration for 5s (×0.6)
Where to find it
| Zone | Spawn level | Spawners | Areas (x, y world tile) |
|---|---|---|---|
| Jungle Islet | 16 | 1 | 50 tiles SW of Jungle Islet waystone (85, 1191) · 1 spawner · L16 |
| Sea | 15 | 1 | 30 tiles S of Jungle Islet waystone (123, 1183) · 1 spawner · L15 |
| Marsh | 12–16 | 12 | 80 tiles N of Bogwater (364, 926) · 2 spawners · L12 open country (482, 997) · 2 spawners · L14–15 open country (533, 1095) · 2 spawners · L16 open country (147, 916) · 1 spawner · L14 50 tiles SW of Marsh Altar (156, 1048) · 1 spawner · L14 60 tiles E of Marsh Altar (251, 1031) · 1 spawner · L15 60 tiles S of Drowned Catacomb (355, 1101) · 1 spawner · L16 70 tiles SE of Drowned Catacomb (411, 1072) · 1 spawner · L16 …and 1 more areas |

Each red dot is a spawner (world is 1280×1280 tiles). Click a zone for its page.

Drops
| Drop | Chance per kill | Rarity / type | Notes |
|---|---|---|---|
| Gold | 100% | Currency | 6-18 |
| 60% | Common | ||
| 40% | Common | ||
| Equipment (random base, tier and quality) | 12% | Normal / Magic / Rare / Legendary | odds per piece: Normal 70%, Magic 22%, Rare 7.0%, Legendary 1% |
| Spell Tome (random spell, tier up to its level) | 2% | Tome | |
| 1% | Common | ||
| 22% | Common | ||
| Piece of Bogwarden Set | 0.30% | Set | |
| 3% | Material | altar part, from any monster in the Marsh | |
| Any Unique item (a random unique, from any monster) | 0.10% | Unique |
Loot table croc: 1 roll per kill. Equipment tier follows monster level (level 16 → tier 4, Steel; ±1 tier 10% of the time). Champions roll one extra gear roll with ×4 gear chance. Chances are the in-game Bestiary rates (Bestiary.drop_table); set pieces and uniques are the global 1% / 0.10% rates.
Quests
| Quest | Level | Town | Objective |
|---|---|---|---|
| Lost Fishermen | 17 | Bogwater | Kill ×6 |