Amphibious. The banjo alligator can breathe air and water.
Legendary Banjo Player. The banjo alligator can play its banjo masterfully, providing inspiration to those who listen to its music. As a bonus action, it can choose a number of creatures it can see within 30 feet of it (including itself) equal to its Charisma modifier (minimum of 1). The chosen creatures gain 1d8 temporary hit points and advantage on their next attack roll, saving throw, or ability check within the next minute.
Mount Tolerance. The banjo alligator is naturally tolerant of being ridden or mounted. It does not suffer disadvantage on attack rolls or ability checks while carrying a rider.
Bardic Inspiration (Recharge 5-6). As a bonus action, the Banjo Alligator can choose a creature it can see within 60 feet of it (including itself) and expend one use of Bardic Inspiration. The chosen creature gains an inspiration die, a d8. Within the next 10 minutes, the creature can roll this die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost.
Gator Medic. Once per day, when its master is injured, the Banjo Alligator can activate its healing abilities. For the next 6 minutes, the Banjo Alligator channels its natural regenerative powers, healing its master for 1d6 hit points at the start of each minute, as long as they are laying on the Banjo Alligator. This healing continues for the full duration even if the Banjo Alligator becomes incapacitated. After 6 minutes, the Banjo Alligator's healing abilities are expended until it completes a long rest.
Multiattack. The banjo alligator makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Hallucinogenic Gas Breath (Recharge 5-6). The banjo alligator exhales a cloud of hallucinogenic gas in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Additionally, a creature that fails the saving throw is poisoned and incapacitated for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Death Roll (Recharge 4 must be submerged). Melee Weapon Attack: The banjo alligator grapples the target (escape DC 16) and rolls to the ground, dragging the target with it if the target is Large or smaller. The target must make a Dexterity saving throw against DC 16. On a failed save, the target takes 21 (4d10) bludgeoning damage and is knocked prone. Additionally, if the target is still grappled after the roll, it suffers ongoing damage of 10 (2d6 + 4) bludgeoning damage at the start of each of its turns until it escapes the grapple. If the banjo alligator is underwater when it uses this action, it has advantage on the attack roll.
Stone Form. As a bonus action, the banjo alligator can magically turn its body into stone until it uses a bonus action to return to its normal form. While in stone form, the banjo alligator is incapacitated, can't move or speak, and is aware of its surroundings. It has resistance to all damage except thunder damage, and it is immune to poison and psychic damage.
Banjo Riff (Recharge 4). When a creature within 30 feet of the banjo alligator attacks it or an allied creature, the banjo alligator can use its reaction to play a quick banjo riff, distracting the attacker. The attacker must succeed on a Wisdom saving throw against DC 15 or have disadvantage on the attack roll. Additionally, the banjo alligator and all friendly creatures within 30 feet gain temporary hit points equal to the damage dealt if the attack misses. If the banjo alligator is currently playing its banjo for its Legendary Banjo Player ability, it automatically succeeds on this saving throw.
Alligator Dash (Recharge 3). When a creature targets the banjo alligator with a melee attack or a spell that requires a saving throw, the banjo alligator can use its reaction to swiftly move out of harm's way. It can move up to 10 feet on land or 20 feet when submerged without provoking opportunity attacks. If the banjo alligator moves at least 20 feet away from its original position, the triggering attack automatically misses.
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Description
The Banjo Alligator is a formidable creature that combines the fierce strength of an alligator with the musical talent of a skilled bard. Towering over its surroundings, its thick, scaly hide glistens with a mixture of water and slime, evidence of its recent aquatic ventures. Its powerful jaws are adorned with rows of sharp teeth, and its eyes gleam with an eerie intelligence.
Despite its intimidating appearance, the Banjo Alligator possesses a surprisingly gentle demeanor, especially towards those it considers allies. It carries itself with an air of confidence, moving with a grace that belies its massive size. Strapped across its back is a weathered banjo, a cherished instrument that seems incongruous with its fearsome form.
Atop its broad snout, the Banjo Alligator often balances a wide-brimmed hat, giving it an almost comical yet endearing appearance. When it plays its banjo, its clawed fingers dance effortlessly across the strings, producing melodies that range from haunting ballads to lively tunes that echo through the surrounding wilderness.
In battle, the Banjo Alligator is a formidable adversary, using its legendary banjo playing skills to inspire its allies and confound its enemies. With a flick of its tail, it can propel itself through the water with astonishing speed, or it can unleash a deadly cloud of hallucinogenic gas that leaves its foes incapacitated and vulnerable.
Despite its ferocity, the Banjo Alligator is not without compassion. It shows remarkable tolerance towards those who approach it with respect, often allowing itself to be mounted and ridden into battle. Its loyalty to its chosen companion is unwavering, and it will stop at nothing to protect them from harm.
But perhaps the most remarkable trait of the Banjo Alligator is its ability to adapt and evolve based on its environment and experiences. As it traverses different landscapes and faces new challenges, it continues to grow stronger, unlocking hidden potential and discovering new abilities that make it an even more formidable opponent.
As the banjo alligator experiences different environments and encounters, it can evolve further, gaining new abilities or enhancing existing ones. The evolution of the banjo alligator is dependent on the DM's discretion and the challenges faced by the creature. Here are some potential evolutionary paths:
- Stonescale Master: The banjo alligator gains permanent advantage on saving throws against spells and other magical effects. Its Stone Form ability also grants it resistance to thunder damage.
- Maestro of the Mists: The banjo alligator's Hallucinogenic Gas Breath now affects creatures with resistance to poison, and those that fail their saving throw have disadvantage on the subsequent saving throws to end the effect.
- Harmonic Harmony: The banjo alligator's Legendary Banjo Player ability now grants an additional die of temporary hit points (2d8) and extends the range of its inspiring music to 60 feet.
- Adaptive Survivor: The banjo alligator gains proficiency in one saving throw of its choice and can adapt its Stone Form to resist specific types of damage once per long rest, granting it immunity to that damage type while in stone form.
- Stone Glide: As a Bonus Action The Banjo Alligator gains the ability to move through solid stone as if it were water. While in stone form (as per its Stone Form ability), the Banjo Alligator can move through solid stone at its normal swim speed. It can pass through walls, floors, and other solid obstacles made of stone, but it cannot breathe while submerged in stone.
Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
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Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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