Sources
CR
Type
Size
Alignment
Movement

Gar Shatterkeel

Medium Humanoid, Neutral Evil

Armor Class 17 (natural armor)
Hit Points 144 (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 +11, Perception +10, Survival +10
Damage Resistances cold
Senses passive Perception 20
Languages Aquan, Common
Challenge 15 (13,000 XP)

Traits

Amphibious. Gar can breathe air and water.

Legendary Resistance (3/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. Except for Wave and his claw, anything he was wearing or carrying is left behind.

Spellcasting

Spellcasting. Gar is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +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 slots): conjure elemental*, maelstrom, scrying*, tree stride

6th level (1 slot): heal

7th level (1 slot): plane shift

*Circle spells don't count against spells prepared.

Actions

Multiattack. Gar makes two melee attacks, one with his claw and one with Wave.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:10 (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.

Wave. Melee or Ranged Weapon Attack: +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.

Umberlee's Wake (Recharge 5–6). Power ripples out in a 60-foot radius sphere from a point within range (150 ft.) as the will of Umberlee 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. Gar Shatterkeel and any undead serving him are immune to this effect.

Legendary Actions

Move. Gar moves up to his speed without provoking opportunity attacks.

Claw. Gar makes one attack with his claw.

Wave (Costs 2 Actions). Gar makes one attack with Wave with advantage.