Gar Shatterkeel

Medium humanoid (human), neutral evil

Armor Class

16 (natural armor)

Hit Points

112 (15d8+45)

Speed

30 ft., swim 30 ft.

STR

15 (+2)

DEX

15 (+2)

CON

16 (+3)

INT

12 (+1)

WIS

18 (+4)

CHA

13 (+1)

Damage Resistances

cold

Skills

Nature +8, Survival +8

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:

  • Cantrips (at will): mending, resistance, shape water

  • 1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave

  • 2nd level (3 slots): darkvision, hold person, protection from poison

  • 3rd level (3 slots): call lightning, sleet storm, tidal wave

  • 4th level (3 slots): control water, ice storm

  • 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.

medium
humanoid
cr9
elemental-evil