Garr (5e Creature)
Garr[edit]
Small dragon, chaotic neutral Armor Class 18 (natural armor)
Saving Throws Dex +3, Wis +7, Cha +8 Amphibious. The garr can breathe both air and water. Innate Spellcasting (1/Day). The garr can innately cast suggestion (spell save DC 16), requiring no material components. Its innate spellcasting ability is Charisma. ACTIONSMultiattack. The garr makes two attacks with its cultist dagger. Cultist Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. On a critical hit, the dagger deals additional 19 (3d12) necrotic damage. Frost Breath (Recharge 6). The garr exhales an icy blast in a 30-foot cone. Each creature in that area must make a 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. REACTIONSMisty Escape (1/Day). If the garr takes damage, it magically teleports up to 60 feet away into an unoccupied space that it can see and becomes invisible until the start of its next turn. |
Garr are a draconic sort of frog, specifically from the lineage of silver dragons. They resemble grung and use their daggers and that sort of weaponry, but have a biological resemblance to dragonborn due to the presence of a breath weapon sac in their body. Their scaly skin color is also only silvery-white, rather than a melange of bright colors typical of grung. Unlike the good silver dragons, garr are a scheming community of amphibians that have a fervent belief in metallic dragon supremacy. They worship metallic dragons with an unhealthy tendency to go too far, riddled with cult-like behavior. They use their daggers with abandon on any who disagree with their beliefs. Garr are also territorial of the hot springs that dot the territory of the tundras they call home. People can often find garr bathing in these hot springs in groups. |
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