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Monster Trove: Old Fears and Hungry Things

Garmr

Huge

About

Garmr is the blood-stained hound chained before a cavern associated with the dead. His howling marks the collapse of restraint and the approach of a final conflict. Unlike a roaming beast, Garmr exists at a boundary and measures every intruder against the chain, gate, and duty that define him. Breaking the chain creates a greater problem than passing the guardian.

Stats

HP 376
AC 17
DR 4
Attacks 1
Attack: 3d8+5

Save Rolls

Quick 1
Tough 6
Mind 3
Default Save TN (based on HP): 5

Traits

Alignment: Orderly Impartial (Arbiter)
Intelligence: Average (8-10)
Magic Resistance:
Garmr - Image Coming Soon

Special Attack

Gate-Hound Rend: piercing, melee 10 ft, +8 to hit, 3d8+5. A target attempting to cross the guarded boundary takes an additional 3d8 damage. Chain-Howl: every creature on the far side of Garmr's guarded boundary makes a Mind save. A failure prevents that creature from crossing the boundary before the end of its next turn. A successful save allows the creature to cross normally. Boundary Chain: at the end of each round, every unauthorized creature that crossed the guarded boundary since Garmr's previous turn makes a Quick save. A failure deals 2d8+5 bludgeoning damage and pulls the creature 15 ft toward the gate. A successful save avoids the damage and pull. A creature can be affected only once per round.

Special Defense

Length of the Chain: Garmr cannot move more than 60 ft from the gate while bound. Presenting a soul or token authorized to pass prevents the additional damage.

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