Lord of the feast
Level 8 Solo Large
M225
STR+ DEX+
Garmyr: Bloodthirsty hunters.

Gain advantage against bloodied foes.

Garmyr: Infighting.

On miss target an allied Garmyr if possible.

Pack master.

While you are commanding Garmyr and not bloodied there is no infighting. Start combat with 3-6 D6 Garmyr minions.

Predatory senses.

True sight 10.

Choose one.
  • Harpoon arrow.

    Move 6 then attack, range 10, DC 14 Dex or 10 damage and pulled next to you. Summon a D6 Garmyr minion next to you.

  • Ensnaring arrow.

    Move 6 then attack, range 10, DC 14 Dex or 10 damage and restrained on next turn. Summon a D6 Garmyr minion next to you.

  • Claws.

    Move 6 then attack, 4d6+8, vicious. 2 advantage if the target was harpooned and next to you. Summon a D6 Garmyr minion next to you.

BLOODIED:

130 HP. The troops sense weakness. All garmyr miss on a 1 or 2. All Garmyr are subject to infighting (leader no longer applies) and all infighting is directed at the Lord of the feast if possible.

LAST STAND:

The lord of the feast is dying and drops his bow. 80 more damage and he dies. He lets out a bloodcurdling scream that marks his weakness and frenzy. 5-10 Garmyr minions are summoned. All Garmyr now miss on 1-4. The lord of the feast only uses claws, but now at 3x.

DM notes: The infighting is intentional and represents him creating order in the troops and then losing control. This fight is intended to be a solo fight away from the main Garmyr force. The minions will need careful attention/balancing to not become overwhelming. Assess: The troops are clearly in awe of the Lord of the feast, and seem nervous and excited around him.

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