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Gar Shatterkeel

Medium humanoid (human), Neutral Evil

Armor Class 16 (natural armor)

Hit Points 97 (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)

Skills Nature +9, Survival +8

Damage Resistances cold

Senses passive Perception 14

Languages Aquan, Common

Challenge 9

Amphibious. Gar can breathe air and water.

Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.

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.

Source

PotA, p. 208