Gar, Giant (CR 5)
Huge Animal (Aquatic)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: low-light vision, Listen +2, and Spot +5
AC: 19 (+2 Dex, -2 size, +9 natural), touch 10, flat-footed 17
Hit Dice: 5d8+25 (50 hp)
Fort +9, Ref +6, Will +1
Speed: Swim 60 ft.
Space: 15 ft./10 ft.
Base Attack +3; Grapple +18
Attack: Bite +8 melee
Full Attack: Bite +8 melee
Damage: Bite 2d6+10
Special Attacks/Actions: Improved grab, Swallow whole
Abilities: Str 24, Dex 14, Con 20, Int 1, Wis 10, Cha 1
Feats: Alertness; Toughness
Skills: Listen +2, Spot +5, and Swim +19
Advancement: Huge (6-10 HD), gargantuan (11-15 HD)
Climate/Terrain: Temperate and Warm aquatic
Organization: Solitary or school (3-6)
Gar lurk silently within their watery homes, looking for unwary prey. When they strike, they do so quickly and quietly, attempting to swallow their prey whole.
Swallow: If a gar scores a critical hit with its bite, its victim has been swallowed whole. Swallowed creatures must make a Fortitude saving throw each round (DC 16) to avoid suffocating and dying. Swallowed creatures may attack the gar from the inside, but only if they had an edged weapon in hand when they were swallowed. If a swallowed victim inflicts damage equal to one-quarter of the gar's hit point total, the gar will spit the offending food out. Piercing attacks made against the gar may (1-2 on 1d10) also strike a swallowed victim, inflicting full damage to fish and victim alike. Huge gar may only have one victim swallowed at a time, Gigantic gar may hold two such victims, and Colossal gar may hold four.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.