Glass Gator
Large beast, unaligned
Armor Class
15 (natural armor)
Hit Points
45 (7d10 + 7)
Speed
30 ft, swim 50 ft
STR
15 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
4 (-3)
WIS
10 (+0)
CHA
5 (-3)
Senses
Blindsight 30 ft., passive Perception 12
Skills
Perception +2, Stealth +4
Languages
--
Challenge
1 (200 XP)
Amphibious. The glass gator can breathe air and water.
Lunge. When the glass gator leaps at least 10 feet toward a creature and hits that creature with a claws attack on the same turn, it can immediately constrict the target as a bonus action.
Transparency. The glass gator has advantage on Dexterity (Stealth) checks while underwater or in dim light.
Standing Leap. The glass gator can long jump up to 15 feet from water or up to 10 feet on land, with or without a running start.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the glass gator can’t attack a different target.
Constrict. One creature that’s already grappled by the glass gator takes 7 (2d4 + 2) bludgeoning damage plus 7 (2d6) poison damage, or half as much poison damage with a successful DC 11 Constitution saving throw.
Reactions
Silt Cloud (Recharges after a Short or Long Rest). After taking damage while in water, the glass gator thrashes to stir up a 10-foot-radius cloud of silt around itself. The area inside the sphere is heavily obscured for 1 minute (10 rounds) in still water or 5 (2d4) rounds in a strong current. After stirring up the silt, the glass gator can move its speed.