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Garmor

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Novice Garmor is part of Gekh Coal'sGekh Coal's search crew in the Underdark during Act One.
Gekh does the talking around here - bother him.
Garmor

Involvement[edit section | visual editor]

Act One[edit section | visual editor]

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 section | visual editor]

Attacks and abilities[edit section | visual editor]

EnlargeEnlarge (Action)

Grow in size to become stronger

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

Range: Self Range: Self
Recharge: Long rest Recharge: Long rest
CleaveCleave (Action)   –  Greataxe
Damage:
1/2 Normal weapon damage

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.

Recharge: Short rest Recharge: Short rest
LacerateLacerate (Action)   –  Greataxe
Damage: 4~15
1d12 + 3SlashingSlashing

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

Undead and constructs can't bleed.

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

Make a melee attack with your equipped weapon.

Melee: 1.5 m (5 ft) Melee: 1.5 m (5 ft)
PreparePrepare (Movement Speed)   –  Greataxe
Spend 6 m / 20 ft of your movement to deal an additional Strength modifierPhysicalPhysicalDRS damage (minimum 1) on each successful melee weapon attack for the rest of the turn.
Range: Self Range: Self
Recharge: Short rest Recharge: Short rest
Rage: Bear HeartRage: 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 PsychicPsychic damage.

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

Throw all caution in the wind to gain AdvantageAdvantage on your melee Attack RollAttack Roll.

Until your next turn, you have advantage on attack rolls, but enemies also have advantage on attack rolls against you.

Range: Normal weapon range Range: Normal weapon range
ThrowThrow (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: 3-18 m (10-60 ft) Range: 3-18 m (10-60 ft)
Unrelenting FerocityUnrelenting Ferocity (Action)
Healing: 4~11
1d8 + 3HealingHealing

Muster up your stamina to heal yourself.

Can only be used once per Rage.

Range: Self Range: Self

Allies[edit section | visual editor]

Loot[edit section | visual editor]

Related quests[edit section | visual editor]