Garmr
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
Save Rolls
Traits
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.