- •Deadly shot.
Attack, range 10, DC 14 Dex or 2 wounds. Save at 2 advantage if Lord of the Feast has enemies within reach 1, target has anticipated danger, or has hard cover. Summon a D6 Garmyr minion within reach 1.
- •Reposition.
Attack 1d6+10, on hit: push 2, then move 8. Summon a D6 Garmyr minion within reach 1.
- •Claws.
Move 6 then attack, 3x1d6+5. On crit: Gain a level of contamination. Summon a D6 Garmyr minion next to you.
- •Delerium tipped arrow (1 use).
Attack, range 10, AEO 3x3, DC 14 Dex on 1d6+10 damage and gain 1 level of contamination.
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. The intention is that if the PCs give him room he'll demolish them with his deadly shot, so they must press. Assess: The troops are clearly in awe of the Lord of the feast, and seem nervous and excited around him. He needs room to draw his bow. He is covered in delerium.