Hold Breath. The Armorgator can hold its breath for 30 minutes.
Armored Defense. The Armorgator is resistant to non-magical attacks.
Multiattack. The Armorgator makes two attacks: one with its bite and one with its tail, OR one with its roll and one with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Armorgator can't bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the Armorgator. Hit: 17 (3d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Roll. Melee Attack: The Armorgator curls up into a spiked ball and rolls up to 30 ft in a single direction. Any creature in its way must make a dexterity saving throw (DC 15). On a failed save, take 27 (5d8+7) piercing damage, and be knocked prone On a success, take only half of the damage, and the prone condition is ignored.
Tail Spikes. Ranged Weapon Attack: +5 to hit, range: 30/80. Hit: 15 (2d8+5) piercing damage. The Armorgator flicks it tail to launch spikes at a creature. The creature must make a Dex