Cursed Gator Guardian (5e Creature)

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Cursed Gator Guardian[edit]

Huge undead, neutral evil


Armor Class 22 (natural armor)
Hit Points 218 (19d12 + 95)
Speed 20 ft., climb 15 ft., swim 60 ft.


STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 20 (+5) 2 (-4) 16 (+3) 11 (+0)

Saving Throws Str +10, Con +10
Skills Athletics +10, Intimidation +5, Perception +8, Stealth +9
Proficiency Bonus +5
Damage Vulnerabilities radiant
Damage Resistances acid
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, frightened, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18
Languages understands the languages of its creator but can't speak
Challenge 15 (13,000 XP)


ACTIONS

Multiattack. 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.

REACTIONS

Paralyzing 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 ACTIONS

The 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.
Attack (Costs 2 Actions). The gator makes one attack with its tail.
Screech of Anger (Costs 3 Actions). The gator emits an ear-splitting screech in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, the creature takes 10 (4d4) thunder damage and is pushed 10 feet away from the gator. On a successful save, the creature takes half as much damage and isn't pushed.

Powerful necromancers use dark magic to create cursed gator guardians.

Undead Nature. A cursed gator guardian doesn't require air, food, drink, or sleep.

5.00
(one vote)

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