Medium humanoid, neutral evil
- Armor Class
- 16 (natural armor)
- Hit Points
- 97 (15d8 + 45)
- Speed
- swim 30 ft., 30 ft.
- Challenge
- 9 (5,000 XP)
- Skills
- Nature +9, Survival +8
- Damage Resistances
- cold
- Senses
- passive Perception 14
- Languages
- Aquan, Common
Traits
Gar can breathe air and water.
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.
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
Gar makes two melee attacks, one with his claw and one with Drown.
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.
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.
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: