Gar Shatterkeel

Medium Humanoid (Human) , Neutral Evil
• Armor Class: 16
• 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
• Resistances: cold
• Languages: Aquan, Common
• Challenge: 9 (5000 XP)

• 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.

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


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.