Gar, Giant
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)
- Speed
- swim 60 ft.
- Init
- +4
- Melee
- bite +13 (2d6+15 plus grab)
- Space
- 15 ft.
- Reach
- 15 ft.
- BAB
- +5
- CMB
- +17 (+21 grapple)
- CMD
- 27 (can't be tripped)
- Fort
- +11
- Ref
- +7
- Will
- +5
swallow whole (2d6+10 bludgeoning damage, AC 15, hp 7)
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> 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.</p>
Perception +11, Swim +18
- 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
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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