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Novice Garmor is part of Gekh Coal Gekh Coal's search crew in the Underdark during Act One.

Portrait Garmor.png
Gekh does the talking around here - bother him.
Garmor

Involvement[edit | edit source]

Act One[edit | edit source]

Garmor guards the boats in the Decrepit Village. He is a duergar of few words, directing the party to seek out Gekh instead.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Enlarge Enlarge (Action)

Grow in size to become stronger

You gain Advantage Icon.png Advantage on Ability Checks and Saving Throws using Strength, and weapon attacks deal an additional 1d4 damage.

 Range: Self
Recharge: Long rest
Cleave Cleave (Action)   –  Greataxe
Damage: 3 + modifiers
3 + half weaponSlashingSlashing

Swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the damage your weapon usually deals.

AoE: 2 m / 7 ft (Cone)
Recharge: Short rest
Lacerate Lacerate (Action)   –  Greataxe
Damage: 4~15
1d12 + 3SlashingSlashing

Slash at your target's vital points to make it Bleed Bleed.

Undead and Constructs can't Bleed.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Main Hand Attack Main Hand Attack (Action)   –  Greataxe
Damage: 4~15
1d12 + 3SlashingSlashing

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5 ft
Prepare Prepare (Movement Speed)   –  Greataxe
Spend 6 m / 20 ft of your movement to deal an additional [Strength modifier]PhysicalPhysicalDRS damage (minimum 1) on each successful weapon attack for the rest of the turn.
 Range: Self
Recharge: Short rest
Rage: Bear Heart Rage: Bear Heart (Bonus Action + Rage Charge)

Enter a Rage Rage that makes you tough enough to stand up to any punishment.

You can use Unrelenting Ferocity Unrelenting Ferocity, and have Resistance to all damage types except Psychic Psychic damage.

 Range: Self
Reckless Attack Reckless Attack (Action)   –  Greataxe
Damage: 4~15
1d12 + 3SlashingSlashing

Throw all caution in the wind to gain Advantage Icon.png Advantage on your melee Attack roll.

Until your next turn, you have Advantage on all Attack Rolls, but enemies also have Advantage on Attack Rolls against you.

 Range: Normal weapon range
Throw Throw (Action)   –  Javelin
Damage: 4~9
1d6 + 3PiercingPiercing

Throw a character or item from the world or your inventory.

Your Strength affects how much weight you can throw. Heavier items deal more damage.

The damage of weapons with the thrown property is the same as the weapon's melee damage.

 Range: 18 m / 60 ft
Unrelenting Ferocity Unrelenting Ferocity (Action)
Healing: 4~11
1d8 + 3HealingHealing

Muster up your stamina to heal yourself.

Can only be used once per Rage.

 Range: Self

Allies[edit | edit source]

Loot[edit | edit source]

Related quests[edit | edit source]