Garmyr

Dungeons of Drakkenheim p. 197 (Third Party)

Size
Medium
Type
monstrosity
Alignment
chaotic evil
AC
15 (hide armor, shield)
Hit Points
22 (5d8)
Speed
walk 30 ft.
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Gnoll
Challenge
1/2
STR
14
+2
DEX
12
+1
CON
11
+0
INT
6
−2
WIS
10
+0
CHA
7
−2

Traits

Proficiency Bonus

+2

Rampage

When the garmyr reduces a creature to 0 hit points with a melee attack on its turn, the garmyr can take a bonus action to move up to half its speed and make a bite attack.

Actions

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: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Other data

description

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 coloration and features vary from hound-like 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.