Wiki › Monsters & Creatures

Glass Gator 2014

CR 1 beast

Large beast, unaligned


Armor Class
15 (natural armor)
Hit Points
45 (7d10+7)
Speed
30 ft., swim 50 ft.

STR15 (+2)
DEX14 (+2)
CON12 (+1)
INT4 (-3)
WIS10 (+0)
CHA5 (-3)

Saving Throws
Skills
Perception +2, Stealth +4
Senses
blindsight 30 ft., passive Perception 12
Languages
-
Challenge
1 (200 XP) · Proficiency Bonus +2

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.

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.

Environments: Ocean, Swamp or Marsh

Other versions

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details