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.
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