Turtlegator (5e Fantasy Monster)
A gargantuan monstrosity that lurks in waterways, lakes, and seashores.
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Turtlegator
Gargantuan beast, unaligned
Armor Class 16 (natural armor)
Hit Points 203 (14d20+56)
Speed 40 ft., swim 60 ft.
Str 25 (+7) Dex 9 (-1) Con 19 (+4)
Int 2 (-4) Wis 12 (+1) Cha 7 (-2)
Skills Perception +5, Stealth +4
Damage Resistance bludgeoning, piercing, and slashing damage from nonmagical weapons
Senses darkvision 60 ft.; passive Perception 15
Languages --
Challenge 11 (7,200 xp); Prof. Bonus +4
Hold Breath. The turtlegator can hold its breath for 30 minutes.
Watery Lurker. The turtlegator has advantage on Dexterity (Stealth) checks while submerged in water.
ACTIONS
Multiattack. The turtlegator makes two attacks: one with its bite and one with its tail. It can't make both attacks at the same target.
Death Roll. One creature the turtlegator has grappled in the water must make a DC 19 Strength saving throw, taking 40 (6d10+7) piercing damage on a failed save, or half as much damage on a successful one.
Bite. Melee weapon attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10+7) piercing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained and the turtlegator can't bite another target.
Tail. Melee weapon attack: +11 to hit, reach 10 ft. one target not grappled by the turtlegator. Hit: 25 (4d8+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
LEGENDARY ACTIONS
The turtlegator 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 turtlegator regains spent legendary actions at the start of its turn.
Detect. The turtlegator makes a Wisdom (Perception) check.
Move. The turtlegator move up to its speed without provoking opportunity attacks.
Tail Slap. The turtlegator makes a tail attack.
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