Multiattack. The garmyr makes two Bite, Spear, or Longbow attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage, and the target’s speed is reduced by 10 feet until the end of its next turn.
Sudden Rush. Until the end of the turn, the garmyr's speed increases by 60 feet and it doesn’t provoke opportunity attacks.
Rampage. After the garmyr reduces a creature to 0 hit points with a melee attack on its turn, the garmyr moves up to half its speed and makes a Bite attack.
Description
Campaign: Dungeons of Drakkenheim
Once thought to be related to gnolls, garmyr are bipedal canids unique to the Haze-ridden ruins of Drakkenheim. Often covered in thick fur, their colouration and features vary from houndlike to wolf-like, but all bear sharp teeth and claws. They form hyper-aggressive and predatory warpacks equipped with weapons taken from the many failed military attempts to reclaim the city. These beasts revel in their countless battles with adventurers and the Hooded Lanterns. The garmyr warpacks have made the Inner City their hunting ground, but have been sighted roving the countryside with increasing frequency. They live for the thrill of the hunt, and mock and taunt their prey as they chase them down. Though the warpacks are prone to infighting, a massive beast known as the Lord of the Feast rules the garmyr as their overlord, master, and god.
Lair and Lair Actions
The Haze is effectively the lair of all monsters within Drakkenheim.
- Fully Contaminated. This creature is immune to contamination, and has advantage on saving throws against contaminated spells.
- Haze Adaptation. This creature may benefit from a long rest finished within the Haze. It can see twice as far through the Haze mists and Deep Haze fog.
- Haze Dependence. This creature gains one level of exhaustion for every twenty four hours it spends outside the Haze. These exhaustion levels cannot be removed while the creature is outside the Haze.
- Delerium Healing. As an action, a monster can touch a delerium shard to regain 10 (3d6) hit points. Once a monster has used a delerium shard in this way, the shard can’t be used in this manner again for twenty four hours.
Previous Versions
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Posted Dec 14, 2023My other homebrew entries: