Glass Gator
Tome of Beasts
(200 XP)
Robinloft Estimated
CR
1
Armor Class
15 (natural armor)
Hit Points
45 (7d10+7)
Speed
30 ft., swim 50 ft.
STR
15
(+2)
DEX
14
(+2)
CON
12
(+1)
INT
4
(-3)
WIS
10
(+0)
CHA
5
(-3)
Saving Throws
—
Skills
Perception +2, Stealth +4
Senses
passive Perception 12
Languages
—
Environments
Amphibious.
The glass gator can breathe air and water.
Lunge.
When the glass gator leaps at least 10 feet toward a creature and hits that creature with a claws attack on the same turn, it can immediately constrict the target as a bonus action.
Standing Leap.
The glass gator can long jump up to 15 feet from water or up to 10 feet on land, with or without a running start.
Transparency.
The glass gator has advantage on Dexterity (Stealth) checks while underwater or in dim light.
Actions
Claws.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the glass gator can’t attack a different target.
Constrict.
One creature that’s already grappled by the glass gator takes 7 (2d4 + 2) bludgeoning damage plus 7 (2d6) poison damage, or half as much poison damage with a successful DC 11 Constitution saving throw.
Reactions
Silt Cloud (Recharges after a Short or Long Rest).
After taking damage while in water, the glass gator thrashes to stir up a 10-foot-radius cloud of silt around itself. The area inside the sphere is heavily obscured for 1 minute (10 rounds) in still water or 5 (2d4) rounds in a strong current. After stirring up the silt, the glass gator can move its speed.
Glass Gator
Not yet described
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