Gar Shatterkeel

Princes of the Apocalypse p. 208

Tamaño
Mediano
Tipo
humanoid (human)
Alineamiento
neutral malvado
CA
16 (natural armor)
Puntos de golpe
97 (15d8+45)
Velocidad
walk 30 ft., swim 30 ft.
Habilidades
Nature +9, Survival +8
Resistencias
cold
Percepción pasiva
14
Idiomas
Aquan, Common
Desafío
9
FUE
15
+2
DES
15
+2
CON
16
+3
INT
12
+1
SAB
18
+4
CAR
13
+1

Rasgos

Amphibious

Gar can breathe air and water.

Legendary Resistance (2/Day)

If Gar fails a saving throw, he can choose to succeed instead.

recharge

2/DAY

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 slots): scrying

Acciones

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.

Acciones legendarias

Lair Actions Categoría: lair

Gar can employ lair actions while he's within the coral mountain.

On initiative count 20 (losing initiative ties), Gar Shatterkeel takes a lair action to cause one of the following effects; Gar can't use the same effect two rounds in a row.

  • Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with him.
  • The coral in a 60-foot radius grows rapidly around creatures inside the coral mountain. Each creature must succeed on a DC 18 Strength saving throw or become restrained. Restrained creatures can take an action on their turn to make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check to free themselves. This effect lasts for 1 minute unless dispelled (it counts as a 6th level spell), and doesn't require Gar to maintain concentration. Gar Shatterkeel and any creatures he designates are immune to this effect.
  • Up to five corpses that Gar can see within 60 feet rise up as drowned blade and attack anyone Gar directs them to on his turn.

Lair Actions Categoría: lair

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).

Conjuros

mending, resistance, shape water, create or destroy water, cure wounds, fog cloud, thunderwave, darkvision, hold person, protection from poison, call lightning, sleet storm, tidal wave, control water, ice storm, scrying

Espacios de conjuro

0,4,3,3,3,1

Otros datos

description

Gar Shatterkeel is the water prophet of Elemental Evil and the dour leader of the Crushing Wave cult. He is embittered by a life of suffering at the hands of others. Pirates killed his family when he was young, he was forced into servitude aboard a merchant ship, and then another band of pirates left him to die at sea, where he lost his arm to a shark. Gar sees the elemental power of water as the only thing of value in his life and has gathered others who feel as he does.

Gar bears the elemental weapon Drown. His missing arm has been replaced by an artificial limb in the shape of a crab's claw. As the leader of Olhydra's cult, he wields her innate magic. Other Crushing Wave cultists sense her power in him and follow him out of fear.

In the Water Node: When it becomes clear that the Temple of the Crushing Wave is no longer secure, Gar retreats to the Plunging Torrents, the water node. Within this node, Gar gains one additional use of his Legendary Resistance trait.