Glass Gator

Large Beast, Unaligned

Armor Class 15 (natural armor)

Hit Points 45 (7d10 + 7)

Speed walk +50

Challenge 1

STR
15
+2
DEX
14
+2
CON
12
+1
INT
4
-3
WIS
10
+0
CHA
5
-3

Skills Stealth +4, Perception +2

Damage Vulnerabilities False

Damage Resistances False

Damage Immunities False

Condition Immunities False

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12

Languages

Special Abilities

Amphibious. The glass gator can breathe air and water.

Constricting Lunge. If the glass gator jumps at least 10 feet straight toward a target and then hits it with a Claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the gator can make one Constrict attack against it as a bonus action.

Standing Leap. The glass gator's long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start.

Transparent. The glass gator has advantage on Dexterity (Stealth) checks made to hide while underwater or in dim light.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until the grapple ends, the target is restrained and takes 5 (2d4) poison damage at the start of each of its turns, and the glass gator can't use Constrict on another target.

Reactions

Silt Cloud (Recharges after a Short or Long Rest). When it takes damage while underwater and within 5 feet of the bottom of a body of water, the glass gator stirs up a 10-foot-radius sphere of silt centered on it. The silt spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a strong current disperses it. The glass gator can then swim up to half its speed. The cloud of silt doesn't move with the glass gator.

Source: Tome of Beasts 2023 · OGL/Open