Cursed Gator Guardian (5e Creature)
Cursed Gator Guardian[edit]
Huge undead, neutral evil Armor Class 22 (natural armor)
Saving Throws Str +10, Con +10 ACTIONSMultiattack. The gator can use its Frightful Presence. It then makes two attacks: one with its claws and one with its tail. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 22 (5d6 + 5) bludgeoning damage. Frightful Presence. Each creature of the gator's choice that is within 120 feet of the gator and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the gator's Frightful Presence for the next 24 hours. Boiling Mud (Recharge 5-6). The gator exhales boiling mud in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 24 (7d6) fire damage on a failed save or half as much damage on a successful one. REACTIONSParalyzing Roar. If the gator takes 20 or more damage from one attack made by a creature it can see within 60 feet of it, it roars. If the creature can hear the roar, it must succeed on a DC 18 Wisdom saving throw or become paralyzed until the end of its next turn. LEGENDARY ACTIONSThe gator can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gator regains spent legendary actions at the start of its turn. Move. The gator moves up to half its speed. |
Powerful necromancers use dark magic to create cursed gator guardians. Undead Nature. A cursed gator guardian doesn't require air, food, drink, or sleep. |
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