Huge Beast, Unaligned
Armor Class 17 (natural armor)
Hit Points 86 (9d12 + 27)
Speed 30 ft., Swim 50 ft.
STR
21 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
4 (-3)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws STR +8, CON +7
Skills Stealth +2
Damage Resistances Bludgeoning from non magical attacks
Condition Immunities Grappled, Prone
Senses Passive Perception 10
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Hold Breath. The Armorgator can hold its breath for 30 minutes.

Armored Defense. The Armorgator is resistant to non-magical attacks. 

Actions

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 SpikesRanged 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

Monster Tags: Misc Creature

Habitat: Swamp

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