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<blockquote data-quote="BOZ" data-source="post: 141382" data-attributes="member: 1241"><p>GARM (guardian of Hel-gate)</p><p>Huge Outsider (Lawful, Evil)</p><p>Hit Dice: 25d8+100 (202 hp)</p><p>Initiative: +7 (Dex, Improved Initiative)</p><p>Speed: 50 ft</p><p>AC: 22 (-2 size, +3 Dex, +11 natural)</p><p>Attacks: Bite +33 melee</p><p>Damage: Bite 3d8+9</p><p>Face/Reach: 10 ft by 20 ft/10 ft</p><p>Special Attacks: Frightful presence</p><p>Special Qualities: Damage reduction 20/+2, SR 28, immune to enchantment spells</p><p>Saves: Fort +18, Ref +17, Will +20</p><p>Abilities: Str 28, Dex 17, Con 18, Int 14, Wis 18, Cha 20</p><p>Skills: Bluff +26, Climb +30, Diplomacy +25, Intimidate +26, Jump +30, Knowledge (geography) +22, Knowledge (the Planes) +23, Knowledge (religion) +23, Listen +27, Scry +22, Search +23, Sense Motive +25, Spot +27</p><p>Feats: Alertness, Blind-Fight, Cleave, Improved Initiative, Iron Will, Power Attack, Weapon Focus (bite)</p><p></p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary or troupe (Garm plus 2-20 dire wolves)</p><p>Challenge Rating: 18</p><p>Treasure: Triple standard</p><p>Alignment: Always lawful evil</p><p>Advancement: ---</p><p></p><p>Garm is a servant of the goddess Hel, and is responsible for guarding the gateway to her realm. Garm is a truly fearsome beast and looks like a gigantic dire wolf with an enormous head too large for its body. Garm is appointed to guard the entrance to the cavern Gniper. This cavern opens up to Helvig, the long troublesome road to Hel's realm, Nifleheim. Beings must enter Gniper to enter the realm of the dead, and while Garm will allow anyone to enter the cave but he will not allow anyone to leave. Garm has killed many, many heroes attempting to rescue loved ones from the realm of the dead over many centuries, and has an astounding collection of treasure stashed away inside Gniper.</p><p> When Hel leaves her realm to collect the dead, she magically closes off Helvig and allows Garm to roam free. He has the power to travel to any realm in Ysgard freely and travels with his pack of dire wolves.</p><p></p><p>COMBAT</p><p>Garm is a fearless opponent, and if brought to combat by beings who choose not to heed his warnings, he is tireless in his defense and nearly unstoppable.</p><p> Frightful Presence (Su): Garm is such a terrible sight that any beings who look at him become terrified. Affected creatures must succeed at a Will save (DC 27) or become panicked. Creatures with 7 or more Hit Dice who fail their save become frightened instead.</p><p> Immune to Enchantment (Su): Garm has been appointed as a guardian by Hel, and has been granted an immunity to all enchantment spells and effects.</p></blockquote><p></p>
[QUOTE="BOZ, post: 141382, member: 1241"] GARM (guardian of Hel-gate) Huge Outsider (Lawful, Evil) Hit Dice: 25d8+100 (202 hp) Initiative: +7 (Dex, Improved Initiative) Speed: 50 ft AC: 22 (-2 size, +3 Dex, +11 natural) Attacks: Bite +33 melee Damage: Bite 3d8+9 Face/Reach: 10 ft by 20 ft/10 ft Special Attacks: Frightful presence Special Qualities: Damage reduction 20/+2, SR 28, immune to enchantment spells Saves: Fort +18, Ref +17, Will +20 Abilities: Str 28, Dex 17, Con 18, Int 14, Wis 18, Cha 20 Skills: Bluff +26, Climb +30, Diplomacy +25, Intimidate +26, Jump +30, Knowledge (geography) +22, Knowledge (the Planes) +23, Knowledge (religion) +23, Listen +27, Scry +22, Search +23, Sense Motive +25, Spot +27 Feats: Alertness, Blind-Fight, Cleave, Improved Initiative, Iron Will, Power Attack, Weapon Focus (bite) Climate/Terrain: Any land and underground Organization: Solitary or troupe (Garm plus 2-20 dire wolves) Challenge Rating: 18 Treasure: Triple standard Alignment: Always lawful evil Advancement: --- Garm is a servant of the goddess Hel, and is responsible for guarding the gateway to her realm. Garm is a truly fearsome beast and looks like a gigantic dire wolf with an enormous head too large for its body. Garm is appointed to guard the entrance to the cavern Gniper. This cavern opens up to Helvig, the long troublesome road to Hel's realm, Nifleheim. Beings must enter Gniper to enter the realm of the dead, and while Garm will allow anyone to enter the cave but he will not allow anyone to leave. Garm has killed many, many heroes attempting to rescue loved ones from the realm of the dead over many centuries, and has an astounding collection of treasure stashed away inside Gniper. When Hel leaves her realm to collect the dead, she magically closes off Helvig and allows Garm to roam free. He has the power to travel to any realm in Ysgard freely and travels with his pack of dire wolves. COMBAT Garm is a fearless opponent, and if brought to combat by beings who choose not to heed his warnings, he is tireless in his defense and nearly unstoppable. Frightful Presence (Su): Garm is such a terrible sight that any beings who look at him become terrified. Affected creatures must succeed at a Will save (DC 27) or become panicked. Creatures with 7 or more Hit Dice who fail their save become frightened instead. Immune to Enchantment (Su): Garm has been appointed as a guardian by Hel, and has been granted an immunity to all enchantment spells and effects. [/QUOTE]
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