Gain advantage against bloodied foes.
On miss target an allied Garmyr if possible.
While you are commanding Garmyr and not bloodied there is no infighting. Start combat with 3-6 D6 Garmyr minions.
True sight 10.
- •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.
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.
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.