Monster
Gar Shatterkeel
Outside your table’s allowed sources
Official reference · PotA · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 16 (natural armor)
- Hit points
- 97 (15d8 + 45)
- Speed
- Walk 30 ft., Swim 30 ft.
- Challenge rating
- 9
- Alignment
- Neutral Evil
- Strength
- 15
- Dexterity
- 15
- Constitution
- 16
- Intelligence
- 12
- Wisdom
- 18
- Charisma
- 13
- Passive Perception
- 14
- Skills
- nature: +9; survival: +8
- Languages
- Aquan, Common
- Resistances
- cold
Traits
Amphibious
Gar can breathe air and water.
Legendary Resistance (2/Day)
If Gar fails a saving throw, he can choose to succeed instead.
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 Weapon 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.
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:
Spell slots: 0: spells: mending, resistance, shape water; 1: slots: 4; spells: create or destroy water, cure wounds, fog cloud, thunderwave; 2: slots: 3; spells: darkvision, hold person, protection from poison; 3: slots: 3; spells: call lightning, sleet storm, tidal wave; 4: slots: 3; spells: control water, ice storm; 5: slots: 1; spells: scrying
Lair actions
If Gar is in the water node while Olhydra isn't, he can take lair actions. On initiative count 20 (losing initiative ties), Gar uses a lair action to use his Multiattack or cast one of his spells, up to 3rd level, without using components or a spell slot. He can't cast the same spell two rounds in a row, but he can continue to concentrate on a spell he previously cast using a lair action. He can take no other lair actions while concentrating on a spell cast as a lair action. His favorite use of this capability is casting inflict wounds or call lightning.
If Gar casts cure wounds using this lair action, he regains the maximum number of hit points from the spell (28).