Page 115 - Monster Manual Expanded III Dragonix
P. 115
Gatorfolk Chieftain Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit: 8 (1d8 + 4) bludgeoning damage, and the target must succeed on
Large humanoid (gatorfolk), chaotic evil
a DC 15 Strength saving throw or be knocked prone.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
Armor Class 14 (natural armor)
range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Hit Points 105 (14d10 + 28)
Speed 30 ft., swim 30 ft. Rallying Cry (1/Day). Each creature of the gatorfolk's choice that is
within 30 feet of it, can hear it, and not already affected by Rallying
STR DEX CON INT WIS CHA Cry gains 9 (2d8) temporary hit points and advantage on saving
19 (+4) 10 (+0) 14 (+2) 6 (-2) 12 (+1) 13 (+1) throws until the start of the gatorfolk's next turn. The gatorfolk can
then make one attack as a bonus action.
Skills Intimidation +4, Stealth +3
Senses passive Perception 11 Legendary Actions
Languages Draconic The gatorfolk can take 3 legendary actions, choosing from the
Challenge 6 (2,300 XP) Proficiency Bonus +3 options below. Only one legendary action option can be used at a time
and only at the end of another creature's turn. The gatorfolk regains
Hold Breath. The gatorfolk can hold its breath for 15 minutes. spent legendary actions at the start of its turn.
Marshal Allies. Unless the gatorfolk is incapacitated, it and Move. The gatorfolk moves up to half its speed.
creatures of its choice within 30 feet of it have advantage on saving Bite. The gatorfolk makes a Bite attack.
throws against being frightened. Intimidate Foe. The gatorfolk targets one creature it can see within
Actions 30 feet of it. If the target can see and hear the gatorfolk, it must
make a DC 12 Wisdom saving throw or become frightened of the
Multiattack. The gatorfolk makes two melee attacks: one with its gatorfolk until the end of the gatorfolk's next turn.
Bite and one with its Spiked Greatclub or Tail. Club (Costs 2 Actions). The gatorfolk makes a Spiked Greatclub
attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8
Reactions
(1d8 + 4) piercing damage.
Spiked Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one Tail Swipe. When an enemy the gatorfolk can see moves within 10
target. Hit: 13 (2d8 + 4) bludgeoning damage plus 2 (1d4) piercing feet of the gatorfolk, the gatorfolk can make one Tail attack against
damage. that enemy.
Gatorfolk Claw of Sess'innek Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit: 8 (1d8 + 4) bludgeoning damage, and the target must succeed on
Large humanoid (gatorfolk), chaotic evil
a DC 15 Strength saving throw or be knocked prone.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
Armor Class 14 (natural armor)
range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Hit Points 82 (11d10 + 22)
Speed 30 ft., swim 30 ft. Bellow (Recharge 5-6). The gatorfolk emits a horrific bellow. Each
creature within 60 feet of the gatorfolk and able to hear the Gatorfolk
STR DEX CON INT WIS CHA must make a DC 13 Wisdom saving throw or be frightened of the
18 (+4) 10 (+0) 14 (+2) 6 (-2) 13 (+1) 13 (+1) gatorfolk for 1 minute. A frightened creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a
Skills Intimidation +4, Stealth +3 success.
Senses passive Perception 11
Languages Draconic Legendary Actions
Challenge 5 (1,800 XP) Proficiency Bonus +3 The gatorfolk can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a time
Brave. The gatorfolk has advantage on saving throws against being and only at the end of another creature's turn. The gatorfolk regains
frightened. spent legendary actions at the start of its turn.
Hold Breath. The gatorfolk can hold its breath for 15 minutes. Move. The gatorfolk moves up to half its speed.
Actions Bite. The gatorfolk makes a Bite attack.
Greatsword (Costs 2 Actions). The gatorfolk makes a Greatsword
Multiattack. The gatorfolk makes two melee attacks: one with its attack.
Bite and one with its Greatsword or Tail. Staggering Strike (Costs 3 Actions). The gatorfolk makes a melee
or ranged weapon attack. If the attack hits, the creature must
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8
succeed on a DC 15 Constitution saving throw or it takes an extra
(1d8 + 4) piercing damage.
14 (4d6) weapon damage, has disadvantage on attack rolls and
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. ability checks, and can’t take reactions, until the end of its next
Hit: 18 (4d6 + 4) slashing damage. turn.

