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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Glass Gator/

Glass Gator

Glass Gator

Large beast, unaligned
  • 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)
  • Skills Perception +2, Stealth +4
  • Senses Blindsight 30 ft., passive Perception 12
  • Languages -
  • Challenge 1 (200 XP)
  • 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.
  • Transparency. The glass gator has advantage on Dexterity (Stealth) checks while underwater or in dim light.
  • 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.

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.

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