Shapechanger. The weregator can use its action to polymorph into a Large alligator-humanoid hybrid or into a Large alligator, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The weregator has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Low-light Vision. The weregator can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retain sthe ability to distinguish color and detail under these conditions.
Hold Breath (Alligator or Hybrid Form Only). The weregator can hold its breath for 15 minutes.
Multiattack. In gator form, the weregator makes two attacks, only one of which can be a bite. In humanoid form, it makes two gaff attacks. In hybrid form, it can attack like a gator or a humanoid.
Bite (Gator or Hybrid Form Only). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the weregator can't use its bite on another target.
Death Roll (Gator or Hybrid Form Only). While the weregator has a target grappled, it can use its bonus action to death roll. The werecrocodile deals 2d10 (2d10) piercing damage to the grappled target, knocks the target prone, and maintains the grapple.
Tail (Gator or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Gaff (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) piercing damage.
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