Gar Shatterkeel
Medium humanoid (human), neutral evil
Armor Class 16 (natural armor)
Hit Points 30 (15d8+45)
Speed 30 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 16 (+3) | 12 (+1) | 18 (+4) | 13 (+1) |
Skills Nature +8, Survival +8
Damage Resistances cold
Languages Aquan, Common
Challenge 9 (5,000 XP)
Amphibious. Gar can breathe air and water.
Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following druid spells prepared:
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Cantrips (at will): mending, resistance, shape water
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1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave
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2nd level (3 slots): darkvision, hold person, protection from poison
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3rd level (3 slots): call lightning, sleet storm, tidal wave
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4th level (3 slots): control water, ice storm
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5th level (1 slot): scrying
Water Walk. Gar can stand and move on liquid surfaces as if they were solid ground.
Watery Fall. When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing or carrying is left behind.
Actions
Multiattack. Gar makes two melee attacks, one with his claw and one with Drown.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until the grapple ends, Gar can’t attack other creatures with his claw.
Drown. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) cold damage.