Library / Bestiary

Gar, Giant

CR 6.00 Animal N Huge HD 7
This fish is enormous—a sleek predator with bony scales and a long set of toothy jaws.

Although typical gars are frightening enough, tales of enormous giant gars that lurk in the deepest rivers and lakes persist in many regions. These creatures are true monsters, often growing to lengths of 30 feet or more and capable of swallowing a horse and rider in a single gulp. Fortunately, giant gars are much rarer than their smaller kin.

Giant gars are often kept as pets and guard animals by aquatic creatures such as merrows, scrags (aquatic trolls), and the rare sea hags who dwell in freshwater dens.

HP
73 (7d8+42)
AC
19, touch 8, flat-footed 19 (+11 natural, -2 size)
Init
+4
Speed
swim 60 ft.
Fort
+11
Ref
+7
Will
+5
BAB
+5
CMB
+17 (+21 grapple)
CMD
27 (can't be tripped)
Melee
bite +13 (2d6+15 plus grab)
Space
15 ft.
Reach
15 ft.
str
30
+10
dex
10
+0
con
23
+6
int
1
-5
wis
13
+1
cha
2
-4

swallow whole (2d6+10 bludgeoning damage, AC 15, hp 7)

Universal Monster Rules

Grab
Grab (bite) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Swallow Whole (2d6+10 bludgeoning damage, AC 15, hp 7) Ex from Universal Monster Rule
If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes the target to take damage each round. The amount and type of damage varies and is given in the swallowing creature's statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.

Feats, Traits & Items

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Perception +11, Swim +18

Details
Type
Animal
Alignment
N
Size
Huge
Environment
temperate freshwater
Organization
solitary, pair, or school (3-6)
Treasure
none
Senses
low-light vision; Perception +11
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
4 House/Core
View references and cross-links for Gar, Giant

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