Homebrew/SRD
Athletics +7
Darkvision 40ft.
Tremorsense. 30ft.
Passive Perception. 15
Fortify. The Scuttlegator retreats into its shell, raising its AC to 25, at the cost of being unable to attack. It is blinded and deafened during this time, yet retains its Tremorsense.
Armored Carapace. The Scuttlegator's fortified hide and carapace give it a bonus to its AC.
Stabilizing Legs. The Scuttlegator had advantage on Strength and Dexterity saves not to fall prone.
Gnashing Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) piercing damage. Target must succeed a Strength saving throw (DC 12) or become Grappled.
Thrash. The Scuttlegator can swing about a Grappled target, dealing an additional 2d4 bludgeoning damage.
Retract. The Scuttlegator Fortifies in response to an attack. It can do this once per turn.
Affectionately named due to its manner of locomotion, the Scuttlegator is another new-age krasis, fabricated from one of the Hull Clade's labs. Large, menacing, and foreboding, the Scuttlegator was created with the genes of crabs, crocodilians, and even turtle genes, purely to give the creature a wide array of defensive measures alongside their offensive means.
Despite their initially slow, lumbering size, Scuttlegators are extremely dangerous, as owing to their turtle genes, they can strike incredibly fast, and boast elongated necks to ensure they can snap up prey and foes alike. Pairing that with their immense biteforce, those foolish enough to get in one's way tend to face a grim, yet sudden, demise.