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# Gars Gars are large bipedal bear like creatures with massive bat wings that protrude from their back. There chest and stomach are absent of fur and tend to be pink in color from the constant smearing of blood on this region of its body. They are normally between 9-12 feet tall with a wingspan of close to 15 feet when fully extended. ## Creatures of mystery No one knows how or when the first came into being. Some say that they where released from an ancient vault deep in the Underdark. Others say that they where people transformed by dark magic. Whatever their origins they seemed to have formed a mongoose like relationship with a creature known only as Miswraiths and a symbiotic relationship with some creatures known only as blood flies. This is caused by the flies helping them hunt by ripping off a chunk of skin off of the prey to get the smell of blood in the air and in return the gar smears the blood of its prey on its pink chest for the flies to eat and breed in the leftover meat. What we do know about them is they are normally solitary creatures, although on occasions they will form large gatherings lead by a strong Alpha Gar. Other then the Alpha there seems to be two other types of Gars that are distinguished by the length of its tail. ### Long-Tail Gras Long-Tailed Gars are a more primal and fierce species of Gar. They are stronger and less intelligent then their short tailed brethren. They are also normally smaller yet more ferocious compared to other Gars. ### Short-Tail Gars Short-Tailed Gars are larger and a lot more smart then their long tailed counterparts. It is said that they are so smart that they count their blood flies and know how many hatch and die of old age. with this technique it has made them better hunters by knowing prey is around by their flies not being accounted for. ### Alpha Gars Some Short-Tailed Gars become so smart and fierce that they are able to gather others to them. These gatherings are lead by a strong alpha like Gar that can even defend themselves against a dragon. These gatherings are rare and tend to normally happen only during mating season, however there have been times it happens outside of mating season. ### Regional Effects Whenever Gars gather they tend to become the alpha predator of almost all creatures in the environment easily competing with manticores, chimeras, and wyverns for hunting rights if those beast don't become prey themselves. The area within 5 miles of the gars nesting area is noticeably absent of all large game with piles of crushed bones absent of marrow and picked clean of blood and meat.
___ > ## Long-Tailed Gar >*Large monstrosity, unaligned* > ___ > - **Armor Class** 18 > - **Hit Points** 126 (11d12 + 55) > - **Speed** 45ft., fly 80ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|14 (+2)|20 (+5)|6 (-2)|12 (+1)|6 (-2)| >___ > - **Saving Throws** Str +10, Con +9 > - **Skills** Perception +9, Survival +9 > - > - **Damage Resistances** piercing > - **Damage Immunities** piercing from nonmagical weapons > - **Condition Immunities** frightened > - **Senses** blindsight 30ft., darkvision 60ft., passive Perception19 > - **Languages** Understands Common > - **Challenge** 11 (7200XP) > ___ >**Blood Frenzy.** The long-tailed gar gets advantage on all attacks against wounded targets. This does not affect undead or constructs > >**Blood Flies.** At the start of each of the gars turns it causes its blood flies to attack nearby prey ripping there wounds open larger. The flies deal 16 damage divided by up to four targets. They deal double damage to wounded targets. This ability does not affect constructs > >**Magic in Nature** The gars weapon attacks are magical > ### Actions > ***Multiattack.*** The long-tailed gar makes four attacks: one with its bite, and three with its claws. > > ***Bite.*** *Melee Weapon Attack:* +10 to hit, Reach 5ft., one target. *Hit:* 17(2d10+6) piercing damage > > ***Claw.*** *Melee Weapon Attack:* +10 to hit, Reach 5ft., one target. *Hit:* 15(2d8+6) slashing damage \pagebreakNum ___ > ## Short-Tailed Gar >*Large monstrosity, unaligned* > ___ > - **Armor Class** 16 > - **Hit Points** 115 (10d12+ 50) > - **Speed** 45ft. fly 80ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|14 (+2)|20 (+5)|18 (+4)|13 (+1)|6 (-2)| >___ > - **Saving Throws** Str +9, Con +9, Int +8 > - **Skills** Perception +9, Survival +9 > - > - **Damage Resistances** piercing > - **Damage Immunities** piercing from nonmagical weapons > - **Condition Immunities** frightened > - **Senses** blindsight 30ft., darkvision 60ft., passive Perception 19 > - **Languages** Understands Common > - **Challenge** 10 (5900XP) > ___ >**Blood Flies.** At the start of each of the gars turns it causes its blood flies to attack nearby prey ripping there wounds open larger. The flies deal 16 damage divided by up to four targets. They deal double damage to wounded targets. This ability does not affect constructs > >**Magic in Nature** The gars weapon attacks are magical > ### Actions > ***Multiattack.*** The short-tailed gar makes three attacks: one with its bite and two with its claws > > ***Bite.*** *Melee Weapon Attack:* +9 to hit, Reach 5ft., one target. *Hit:* 16(2d10+5) piercing damage > > ***Claw.*** *Melee Weapon Attack:* +9 to hit, Reach 5ft., one target. *Hit:* 14(2d8+5) slashing damage >I never believed that such a beast could be so smart or even be considered a friend. Yet here it is standing before me with a creepy "smile" I guess you could call it. Protecting the very person who raised it. Even if he killed its mother to save his life. I only hope that they both show the same mercy to me. > >*The last thoughts of the Merry-Weather the thief of the broken woods*
\pagebreakNum ___ ___ > ## Alpha Gar >*Large monstrosity, unaligned* > ___ > - **Armor Class** 19 > - **Hit Points** 175 (14d12+ 84) > - **Speed** 45ft. fly 80ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|14 (+2)|22 (+6)|20 (+5)|13 (+1)|6 (-2)| >___ > - **Saving Throws** Str +12, Con +11, Int +10 > - **Skills** Perception +11, Survival +11 > - > - **Damage Resistances** piercing > - **Damage Immunities** piercing from nonmagical weapons > - **Condition Immunities** frightened > - **Senses** blindsight 30ft., darkvision 60ft., passive Perception 21 > - **Languages** Understands Common > - **Challenge** 14 (11500XP) > ___ > >**Blood Flies.** At the start of each of the gars turns it causes its blood flies to attack nearby prey ripping there wounds open larger. The flies deal 16 damage divided by up to four targets. They deal double damage to wounded targets. This ability does not affect constructs > >**Magic in Nature** The gars weapon attacks are magical > ### Actions > ***Multiattack.*** The gar uses its Terrifying Presence and makes four attacks: one with its bite and three with its claws > > ***Bite.*** *Melee Weapon Attack:* +12 to hit, Reach 5ft., one target. *Hit:* 18(2d10+7) piercing damage > > ***Claw.*** *Melee Weapon Attack:* +12 to hit, Reach 5ft., one target. *Hit:* 16(2d8+7) slashing damage > >***Terrifying Presence*** Any creature of the gars choice that is within 40 feet of the gar and can see it must succeed a DC 18 Wisdom saving throw or be stunned until the start of the gars next turn. A creatures saving throw is successful the creature is immune to the gars Terrifying Presence for the next 24 hours. >### Legendary Actions >The alpha 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. The alpha gar regains spent legendary actions at the start of its turn. > >**Flight.** The gar flies up to half its flying speed without provoking attacks of opportunity. > >**Furious Bite.** The gar makes one bite attack > >**Roar (Costs 2 Actions).** The gar rears its head back and lets out an ear piercing roar. All non gar creatures within 30ft. that can hear the gar make a DC 18 Constitution saving throw taking 10 (3d6) thunder damage and becoming deafened for one minute on a failed save, or half as much damage and not be deafened on a successful one.