Feraligatr (3.5e Monster)

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Adopter: Quantumboost (talk)
Original Author: FrankTrollman (talk)
Date Created:
Date Adopted: 3/14/2010
Status: Complete
Editing: Spelling and Grammar only
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Feraligatr
Size/Type: Medium Magical Beast (Water, Reptilian)
Hit Dice: 12d10+36 (102 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft., swim 40 ft.
Armor Class: 21 (+1 Dex, +10 natural), touch 11, flat-footed 20
Base Attack/Grapple: +12/+17
Attack: Bite +18 melee (2d6+5) or Water Gun +8 ranged touch (1d8)
Full Attack: Bite +18 melee (2d6+5) and 2 claws +12 melee (1d6+2), or Water Gun +13 ranged touch (2d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Water Gun, Improved Grab, Clamp, Spell-like Abilities
Special Qualities: Rage, Resistance to Cold 10 and Fire 10, Damage Reduction 10/adamantine
Saves: Fort +11, Ref +9, Will +7
Abilities: Str 21, Dex 13, Con 16, Int 12, Wis 13, Cha 14
Skills: Swim +28, Climb +20, Intimidate +17
Feats: Combat Reflexes, Iron Will, Weapon Focus (Bite), Choke Hold, Dodge
Environment: Any aquatic or near aquatic.
Organization: Usually solitary
Challenge Rating: 10
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 13-18 HD (Medium), 19-25 HD (Large)
Level Adjustment:


Feraligatr are large, lumpy, and blue. They have large red crests on top of their heads like a rooster, and they have tremendous maws. The Feraligatr tongue is large and they take every opportunity to intimately acquaint it with all the creatures they meet. Feraligatr are very heavy, and it is exhausting for them to support their own weight out of water. While a Feraligatr can run very quickly for short periods of time, mostly it lies around and sleeps, or gets down on all fours to rest. For this reason, Feraligatr spend most of their time in bodies of water, where their weight is supported by buoyancy.

Combat[edit]

Tactics Round-by-Round:

Feraligatr are aggressive and do not hesitate to savage things with their mouths.

  • Round 0: Feraligatr has cast greater magic fang on its mouth and claws.
  • Round 1: Rage, Bite, Grab.
  • Round 2: Continue to chew on opponent, while clawing at them.
  • Round 3: As above, or use spell-like abilities.

Improved Grab (Ex): If Feraligatr successfully inflicts damage with its bite, it may immediately start a grapple as a free action that does not provoke an attack of opportunity nor require a separate touch attack.

Clamp (Ex): Normally, a creature engaged in a grapple that does not want to be considered grappled must take a -20 on its grapple check. But the Feraligatr, when grappling with its mouth, is never considered grappled. It can conduct grapple attacks with its mouth normally without taking penalties on its other attacks, and it need not take the -20 penalty on grapple checks to be considered not grappling.

Rage (Ex): A Feraligatr can Rage, as a barbarian of a level equal to its hit dice.

Spell-like Abilities (Sp): At will: control water, waterball, greater magic fang, ice storm, 1/day: wall of ice, waterspout, maelstrom, as a Sorcerer of a caster level equal to its hit dice.

The sample Feraligatr has a caster level of 12 and a save DC of 12 + spell level for its spell-like abilities.

Water Gun (Sp): Feraligatr can fire a jet of compressed water. This can either collect in a puddle - in which case it acts as a create water spell cast by a druid of a caster level equal to their hit dice, or it can be used as a weapon - in which case it inflicts 2d6 points of bludgeoning damage (regular or subdual) and requires a ranged touch attack. In either case, it has short range (25 ft. plus 5 feet per 2 hit dice).


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Back to Main Page3.5e HomebrewMonsters

AdopterQuantumboost +
AlignmentUsually Neutral +
AuthorFrankTrollman +
Challenge Rating10 +
EnvironmentAny aquatic or near aquatic. +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeMedium +
SubtypeWater + and Reptilian +
TitleFeraligatr +
TypeMagical Beast +