Flash of Genius (3/Day). If Atherik fails a saving throw, he can choose to add +4 to it in order to succeed.
Arcane Jolt (3/Day). Once per round, when Atherik hits with a weapon attack, he may either add 2d6 force damage to the attack or heal himself or an ally w/ 30 ft. for 2d6 HP.
Warding Bond. Atherik has a bond with his construct. Whenever Atherik takes damage and is within 60 ft. of his construct, he can choose to have the damage split evenly between him and the construct.
Magic Gear. Atherik has a forgehammer (a +1 flametongue warhammer), gem of true seeing, winged boots, amulet of health, wand of lightning and a ring of free movement.
Ring of Free Movement. Atherik is unaffected by difficult terrain and can't be paralyzed or restrained. He also can spend 5 ft. of movement to automatically escape a grapple.
Multiattack. Atherik makes two melee attacks with his forgehammer.
Forgehammer. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+6) bludgeoning damage plus 7 (2d6) fire damage.
Firebolt. Ranged Spell Attack: +8 to hit, range 120 ft. Hit: 16 (3d10) fire damage.
Lightning Wand (Recharge 4-6). Atherik may cast lightning bolt (DC 15).
Battle Infusions (5/day). Atherik uses one of the following options (DC 16 for any saves):
1) Shield. As a bonus action, Atherik can create a temporary shield around himself and his allies. Atherik and any other creature of his choice within 30 ft. receives 25 temporary HP. These temp HP disappear at the start of Atherik's next turn.
2) Elemental Aura. As an action, Atherik may envelope himself in an aura of elemental energy. Choose fire, cold, acid or lightning. Atherik has resistance to that energy type and any creature who starts its turn or enters a space adjacent to Atherik takes 5 damage of that type. The aura lasts 1 minute.
3) Blink. As an action, Atherik can cast blink on himself.
4) Imprison. As an action, Atherik can cast Otiluke's Resilient Sphere.
5) Thunderstrike. If Atherik successfully hits with a melee attack, he can use his bonus action to cause a thunderous explosion. The target and each creature within 10 ft. of the target takes 2d6 thunder damage and must make a STR save or be knocked prone and must make a CON save or become deafened until the start of Atherik's next turn.
Lair and Lair Actions
In the Water Node
When it becomes clear that the Temple of the Crushing Wave is no longer secure, Gar retreats to the Plunging Torrents, the water node. Within this node, Gar gains one additional use of his Legendary Resistance trait.
Lair Actions
If Gar is in the water node while Olhydra isn’t, he can take lair actions and has a challenge rating of 13. On initiative count 20 (losing initiative ties), Gar uses a lair action to use his Multiattack or cast one of his spells, up to 3rd level, without using components or a spell slot. He can’t cast the same spell two rounds in a row, but he can continue to concentrate on a spell he previously cast using a lair action. He can take no other lair actions while concentrating on a spell cast as a lair action. His favorite use of this capability is casting inflict wounds or call lightning.
If Gar casts cure wounds using this lair action, he regains the maximum number of hit points from the spell (28).
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