Thursday, October 2, 2025

Blackmoor Half-Week - Gatorman Brute

 


Gatorman Brute 
Large humanoid (reptilian), chaotic neutral

Armor Class 15 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 8 (–1) 10 (+0) 8 (–1)

Saving Throws Str +5, Con +4
Skills Athletics +5, Perception +2
Senses darkvision 30 ft., passive Perception 12
Languages Draconic and Common (usually speaks in broken phrases)
Challenge 3 (700 XP)

Traits

Amphibious.
The gatorman can breathe both air and water.

Reckless Fury (Recharges after a Short or Long Rest).
As a bonus action, the gatorman can enter a battle rage for 1 minute. While raging, it gains advantage on Strength-based attack rolls, and melee weapon attacks deal +2 damage. It has advantage on Strength saving throws, but attack rolls against it have advantage until the rage ends.

Swamp Stride.
Difficult terrain composed of mud, shallow water, or vegetation doesn’t cost the gatorman extra movement.

Actions
Multiattack

The gatorman makes three attacks: either two claws and one bite or one bite and one tail slap or one claw and one club.

Club
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.

Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) slashing damage.

Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.

Tail Slap
Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn by the heavy impact. 

Notes 
  • Since the death of 'The Gloomy Dragon,' which was actually an ancient and powerful alligator, the gatormen of south Gloomy and the Great Neck Reach have been in conflict with the southern towns that cling to the Gloomy Lakes, particularly South Pim. Of these gatormen, the most fiercest of their lot are the Gatormen Brutes, who are said to be nourished in the lingering blood of the 'Gloomy Dragon' that was spilled from the fight.
  • Can be particularly difficult to spot in aquatic environment as their armored back scales have an ability to blend in with the murky waters. When fighting in an aquatic environment, Gatorman Brute increase the range of surprise by +1.
  • A Gatorman Brute will often travel in groups with lesser Gatormen. In a wandering group of 2d4 Gatormen, there is a minimum 25% chance (or higher) that a Gatormen Brute is leading or acting as a heavy for the group.

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