Shapechanger: Beowulf can use its action to polymorph into a form that resembles a Medium humanoid (Half-orc or Werewolf), or back into its true form. Aside from its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Innate Spellcasting: Beowulf’s spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: lightning bolt, true seeing
- 3/day each: chain lightning, destructive wave, finger of death
- 1/day each: soul cage, power word: fortify
Legendary Resistance (3/Day): If Beowulf fails a saving throw, it can choose to succeed instead.
Magic Resistance: Beowulf has advantage on saving throws against spells and other magical effects.
Magic Weapons: Beowulf’s weapon attacks are magical.
Blood Frenzy: Beowulf has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Tainted Ichor: If Beowulf has half its hit points or lower, any creature that touches Beowulf or hits it with a melee attack while within 5 feet of it takes (1d8) Acid damage. If the creature is a Fiend or undead, it takes (1d8) Radiant damage instead.
Fenrir’s Vigour: At the start of each of Beowulf’s turns when it has at least 1 hit point but fewer hit points than half its hit point maximum, it regains 40 hit points.
Keen Hearing and Smell: Beowulf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sordid Might: Beowulf has advantage on Strength (Athletics) checks and Strength saving throws. Any creature that uses Strength checks against Beowulf must subtract (1d6) from their roll.
Multiattack: Beowulf makes three attacks; two with its claws and one with its bite.
Claw: Melee Weapon Attack: +17 to hit, reach 10 ft; one target. Hit: (4d8 + 9) slashing or bludgeoning damage, plus (1d8) lightning damage.
Bite: Melee Weapon Attack: +17 to hit, reach 10 ft; one target. Hit: (3d12 + 9) piercing damage, plus (1d8) cold damage. If the target is a humanoid, it must succeed on a DC 24 constitution saving throw or be cursed with werewolf lycanthropy.
Howl: Beowulf unleashes a blood curdling howl. Each creature within 60 feet of it that can hear it takes (2d10) thunder damage and must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature that fails can repeat the saving throw at the end of its turn, ending the effect on a success. Beowulf can choose any number of creatures it can see to be unaffected by the howl.
The Other: As a bonus action, Beowulf magically manifests The Other in an unoccupied space it can see within 60 feet. The Other is a sentient, translucent, gray image of Beowulf that lasts until it is destroyed or Beowulf dismisses it as a bonus action, manifests another echo, is incapacitated, or is more than 120 feet away from The Other at the end of its turn.
The Other has an AC of 20, 50 hit points, and is immune to all conditions. If it has to make a saving throw, it uses Beowulf’s saving throw modifiers. It is the same size as Beowulf and occupies its space. On Beowulf’s turn, it can mentally or verbally command the Other to move up to 60 feet without using an action.
While The Other is manifested, Beowulf has the following benefits:
- As a bonus action, Beowulf magically swaps places with The Other at a cost of 30 feet of movement.
- When Beowulf makes an action, it can make the action from its own space or from The Other's space.
- Other creatures provoke opportunity attacks when they move away from The Other, as if Beowulf was standing in the Other's space.
Other’s Keeper: If The Other is manifested, Beowulf can make The Other throw itself in front of an attack directed at Beowulf that it can see. Before the damage roll is made, Beowulf can use its reaction to teleport The Other to an unoccupied space within 5 feet of Beowulf. The damage roll that triggered the reaction is instead made against The Other. If The Other is destroyed from using this feature, it cannot be manifested again for (1d4 - 1) actions. This feature cannot be used again until Beowulf finishes a short or long rest.
Death’s Glare: When a creature Beowulf can see within 30 feet makes an attack, Beowulf can use its reaction to harry the body and mind of the creature. Beowulf can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses. Until the end of its next turn, the creature has disadvantage on its attack rolls, including the attack that triggered the reaction, as well as disadvantage on Wisdom saving throws and Charisma (Intimidation) checks. The creature must also make a DC 21 Wisdom saving throw or become frightened for 1 minute. The creature is immune to this feature if it is immune to the Blinded Condition.
Legendary Action Uses: 3. Immediately after another creature's turn, Beowulf can expend a use to take one of the following actions. Beowulf regains all expended uses at the start of each of their turns.
Usurper’s Carpal Sword: Melee Weapon Attack: +16 to hit, reach 15ft; one target. Hit: (5d10 + 9) slashing damage. When Beowulf attacks a creature that has at least one head with this weapon and rolls a 19 or 20 on the attack roll, it cuts off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra (4d10) slashing damage from the hit, and takes (1d8) necrotic damage at the start of their next turn for (1d4) turns.
Divided Yet One (Costs 2 Actions): If The Other is manifested, Beowulf and The Other can move up to 30 feet. Beowulf then makes a multiattack action, and an additional multiattack from The Other’s Position.
Description
"Naïve, Feeble-minded fools, every single one of them. They think they can beat the bad by being good, but there's no solving the nature of the Universe. You can't stop evil. All you can do... is control it." ~ Garm, to Mimir
Once a lowly mortal, The tortured soul once known as Garm was an adventurer travelling throughout Midgard, protecting the innocent and hunting the wicked, promising he would repay their cruel misdeeds a thousand times over. Having struck an arcane deal with a renowned Green Hag in his childhood, the divine blood of the ancient demigod known as Fenris runs through his veins. After Yeenoghu, The Gnoll Prince and Beast of Butchery was defeated, Garm left behind everything he knew and loved to usurp the Demon Lord's reign of The Death Dells. The half-orc Lycanthrope then came to be known as Beowulf, The War Wolf, Killer of Killers and Warden of The Abyss, swearing that the affairs of Demonkind will never touch Midgard again.
Another hand that guides: After the unprovoked massacre of Tarak Heill's wolf pack in The Sordid Spires, his anguished mind fractured in two. The fracture became an entity within The Half-Orc's psyche; a rageful beast known as The Other. Developing a fraternal yet shaky rapport with one another, they changed their name to Garm and embarked on an endless hunt for vengeance, fuelled by hatred and obsessive megalomania, even going so far as to cut off their own right hand to bond with the Zealot's Carpal Sword; A demonic weapon taken from the most powerful mortal in Midgard, the late General Polatimos of Nioxot. During their travels they eventually learned to tap into their ancient magic, unlocking the ability to indefinitely separate The Other's conscience into a shadowy vessel. From there, they learned to truly coexist; two minds, two bodies, but one single soul.
Demonic Purge: At last finding an absolute evil to eradicate, Beowulf feels right at home in the Abyss, and has focused his conquest upon the realm of Demons. From his throne in Yeenoghu's former layer, he leads his legions of Gnolls to layer after layer, mercilessly slaughtering any and all Fiends in his path; From the lowliest Mane to the mightiest Demon Lord, none are safe from The War Wolf's wrath. Beowulf conjures the great storm known as Fimbulwinter in his wake; a blizzard of crashing red lightning and rain of blood that freezes to snow and ice. Every Demon has learned to fear the blizzard; "Wherever the storm goes, Death is not far behind." Beowulf has deemed himself the ultimate hunter, and all of the abyss are his hunting grounds, every demon his prey. And he will not rest until every last one is dead, even if it takes until the end of time.
Lair and Lair Actions
Beowulf's lair in the Abyss is an enormous cave called Gnipahellir. Outside, Fimbulwinter rages it's fiercest, and seldom a minute passes without the deafening crash of lightning. The surrounding tundra's are vast and lethal, burying any relics of Yeenoghu's rule beneath dozens of feet of snow and ice. The area is populated by Gnolls, Werewolves, Balor, and Beowulf's beloved wolf spirits. Inside the cave is a place of blood and death, where Beowulf sits atop a throne of bones and The Other skulks amongst the shadows. Strewn throughout the lair are the many corpses and weapons of Demon Lords, Balor and any Gnolls foolish enough to enter. Beowulf rarely leaves his lair whilst in his kingdom, and to see or hear him outside his cave is a telling omen: the hunt is about to begin once again.
On initiative count 20 (losing initiative ties), Beowulf can take a lair action to cause one of the following magical effects; it can't use the same effect two rounds in a row:
Beowulf chooses a weapon claimed from a slain Demon Lord and moves up to its speed, then makes an attack with the chosen weapon. If an attack is successful the creature must succeed on a DC 19 Dexterity saving throw or be pushed 10 feet away from Beowulf. The creature is then knocked prone until the start of it's next turn. Roll (1d6) to determine the weapon used:
- 1-2: Baphomet's Heartcleaver: Beowulf makes four attacks. Melee Weapon Attack: +17 to hit, reach 10ft, one target. Hit: (2d10 + 9) Force Damage.
- 3-4: Wand of Orcus: Beowulf makes two attacks. Melee Weapon Attack: +21 to hit, reach 10ft, one target. Hit: (3d8 + 9) bludgeoning damage plus (2d12) necrotic damage.
- 5-6: Graz'zt's Waves of Sorrow (Greatsword): Beowulf makes three attacks. Melee Weapon Attack: +17 to hit, reach 10ft, one target. Hit: (4d6 + 9) slashing damage plus (3d6) acid damage.
Beowulf instils up to (1d6) Gnoll corpses strewn across the lair with a final act of aggression. The creature(s) can move up to 20 feet and make one weapon attack against a target of Beowulf's choice within its range.
Beowulf creates a howling storm of blood ice and red lightning in a 40ft cone within range. Until the next initiative count 20, the area is heavily obscured by the swirling storm. When the storm appears, each creature in the area takes (4d8) cold damage and (4d8) lightning damage, or half as much damage with a successful DC 23 Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. In addition, a creature that takes damage from this spell has disadvantage on Constitution saving throws to maintain concentration until the start of its next turn. Beowulf is immune to this effect.
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