Gar Shatterkeel (Boss Version) | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Princes of the Apocalypse, Temple of Elemental Evil, The Ninth World (Home-brew)

Gar Shatterkeel (Boss Version) CR: 15 (13,000 XP)

Medium medium humanoid (human), neutral evil
Armor Class: 17 (natural armor)
Hit Points: 204 ( 17d8+68 )
Speed: 30 ft , swim: 30 ft

STR

16 +3

DEX

16 +3

CON

18 +4

INT

12 +1

WIS

20 +5

CHA

14 +2

Skills: Nature 1d20+11 , Perception 1d20+10 , Survival 1d20+10 ; Stealth 1d20+13 (from pass without trace)
Damage Resistances: cold, poison (from protection from poison)
Condition Immunities: Poison (advantage, from protection from poison Paralysed, Restrained and Grapple (5 feet of movement to escape) (from freedom of movement)
Senses: darkvision 60 ft (spell passive Perception 20
Languages: Aquan, Common
Challenge Rating: 15 (13,000 XP)

Amphibious. Gar can breathe air and water.   Fanaticism. In the presences of his god, Olhydra, Gar ignores the limits on how many concentration spells he can maintain. This affect ends of Olhydra is forced back through the gate and the gate closes.   Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.   Mirror Image. Gar has a free action/reaction to cast this spell at the start of combat. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   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. Except for Wave and his claw, 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: 1d20+8 to hit, reach 5 ft., one target. Hit: 10 (roll:2d6 + 3]) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, Gar can’t attack other creatures with his claw. A creature who starts his turn grappled automatically takes 10 (roll:2d6 + 3]) bludgeoning damage   Drown. Melee or Ranged Weapon Attack: 1d20+11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 ( 1d6+6 ) piercing damage or 10 (1d8 + 6) piercing damage when used with two hands. If Gar scores a critical hit with this weapon, the target takes extra necrotic damage equal to half its hit point maximum. If thrown it returns to his hand.  

Curse Devil Effect. If Olhydra or https://www.worldanvil.com/sheet/1145267/view
— tab]Culdronbubble is killed or other wise removed from combat, Drown gains the following additional trait. Drown has the following additional effect when being used, track how many times a target has been hit. When a target is hit the following occurs:
  1. The target hears the number “ONE” in their head. They can taste salt water.
  2. The target hears the number “TWO” in their head. They start coughing as water fills their lungs.
  3. The target hears the number “THREE” in their head. The target begins to drown (suffocates). The target has as many rounds as its CON bonus before they die. Killing Gar ends this effect.
  Olydhra's Wake. Power ripples out in a 60-foot radius sphere from a point within range (150 ft.) as the will of Olhydra affects all in her watery embrace. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. This only affects targets that are submerged or floating in water. The area becomes thick water for the reminder of the encounter or until Gar uses this attack again. Gar Shatterkeel and any worshiper of Olhydra are immune to this effect:    
Thick Water. The water here is thick and sluggish, so moving through this area is like swimming through pudding. A character entering one of these zones must stop and can move no farther in this round. In the following round he must make a DC 12 Strength check to leave the thick water and even then can move at only half speed in that round. On a failure, the character is stuck and cannot move, but can take any other action.
 
BONUS ACTION
Spellcasting. Gar is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, 1d20+10 to hit with spell attacks). He has the following druid spells prepared:
  • Cantrips (at will): frostbite, mending, resistance✠, shape water, thunderclap*
  • 1st level (4 slots): create or destroy water, charm person, cure wounds, thunderwave
  • 2nd level (3 slots): darkvision✠, hold person, mirror image*✠, misty step*, pass without trace✠, protection from poison✠
  • 3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*
  • 4th level (3 slots): charm monster, control water*, dominate beast, freedom of movement*✠, watery sphere
  • 5th level (2 slot): conjure elemental*, maelstrom, scrying*, tree stride✠ (maybe used on underwater plants like kelp and seaweed)
  • 6th level (1 slot): heal
  • 7th level (1 slot): plane shift
* Circle spells don’t count against spells prepared. ✠ Spells already cast.

Reactions

Crystal Clear Pool. Using his reaction to being hit, Gar casts mirror image if it is not already active.

Legendary Actions

Gar has no legendary or lair actions while Olhydra lives. Gar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Gar regains spent legendary actions at the start of his turn.

  • Move. Gar moves up to his speed without provoking opportunity attacks.
  • Claw. Gar makes one attack with his claw.
  • Drown (Costs 2 Actions). Gar makes one attack with Drown with advantage.

Lair Actions

Gar can employ lair actions while he’s within the water node and Olhydra has been defeated, not on the battlefield, or in some other way she is incapacitated.   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 water node, bringing up to five willing creatures with him.
  • The coral appears in a 60-foot radius grows rapidly around creatures inside the water node. 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 lacedons and attack anyone Gar directs them to on his turn. This kills PCs if targeted and only a wish or resurrection spell can bring them back.

He can be found in the water node with Olhydra or other parts of the Temple of Elemental Evil related to water. While in the node, and if Olhydra is defeated, Gar gains the follow Lair Actions.

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.   Treasure. When Gar is killed he leaves behind drown and a narwhale horn encrusted with sapphires and pearls, the narwhal horn is worth 10,000 gp. A creature holding the narwhal horn can cast any divination spell 1/day so long as they are able to cast that level of spell. They need a salt water pool as component for the spell to work.

Suggested Environments

Temple of Elemental Evil (varies, but all in the water areas).


Created by

solomani.

Statblock Type

Monster

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