Princes of the Apocalypse, Temple of Elemental Evil, The Ninth World (Home-brew)
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.
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/viewOlydhra'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.
Crystal Clear Pool. Using his reaction to being hit, Gar casts mirror image if it is not already active.
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.
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.
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.
Temple of Elemental Evil (varies, but all in the water areas).