Page 114 - Monster Manual Expanded III Dragonix
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Gatorfolk                                               Gatorfolk



        Gatorfolk                                               Large humanoid (gatorfolk), chaotic evil
        Gatorfolk are cruel and savage 8-feet tall reptilian humanoids   Armor Class 13 (natural armor)
        with an osteodermic hide.  Their heads, much like an alligator's,   Hit Points 37 (5d10 + 10)
        feature a U-shaped snout filled with serrated teeth. Small, beady   Speed 30 ft., swim 30 ft.
        yellow eyes sit on each side, covered in a transparent protective

        liquid layer that allows them to see even the slightest movements   STR           DEX           CON           INT           WIS           CHA
        underwater.                                                    17 (+3)      10 (+0)       14 (+2)        6 (-2)       12 (+1)         7 (-2)
          Well-Defended Lair. The brutish gatorfolk possess limited
        intelligence but speak Draconic and broken bits of Common. They   Skills Stealth +2
        live in a tribal-like hierarchy, led by a chieftain chosen from the   Senses passive Perception 11
        strongest of the tribe. Their camp features simple thatched huts   Languages Draconic
        and thick wooden bridges built on swamps, marshes, and shallow   Challenge 2 (450 XP)       Proficiency Bonus +2
        parts of rivers. Snares, pits, and spear traps are littered around
        their territory to deter intruders and catch the occasional meal.    Hold Breath. The gatorfolk can hold its breath for 15 minutes.
        Alligators and crocodiles, which the gatorfolk treat as pets, infest   Actions
        the waters around their homes.
          Rapacious Raiders. Gatorfolk usually hunt within their territory,   Multiattack. The gatorfolk makes two attacks, one of which must be
        lying submerged underwater in river banks near animal trails and   a Bite attack.
        roads. If food is scarce, they will form hunting parties and raid   Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
        nearby humanoid settlements.  They will eat almost anything that   (1d8 + 3) piercing damage.
        has meat but particularly favor the taste of bullywug, humans, and
                                                                Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
        livestock.
                                                                Hit: 12 (2d8 + 3) bludgeoning damage.
          Reptilian Allies. Gatorfolk worship Sess'innek, who they believe
        is the first true gatorfolk that spawned their race before it became   Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature.
        a demon lord. Gatorfolk may build alliances with lizardfolk, which   Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed
        they see as their kin.  However, they bully and almost treat them   on a DC 13 Strength saving throw or be knocked prone.
        as slaves.  Gatorfolk have been known to work with black dragons,   Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
        crocosphinxes, dracotaurs, evil naga, and yuan-ti, serving them as   range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
        guards and mercenaries.
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