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Garmr — Mythological Miniatures STL miniature by Clay Cyanide

Garmr

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community6,344 views · 97 likes

Garmr — The Encounter

Blood-stained Hound that bays before the gate of the dead · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Garmr

In the old reckoning of the North there stands a hound at the mouth of the cold halls beneath the world, and its name is whispered as Garmr. The skalds sing that its breast is forever stained with blood, for it tears at all who would pass into death uninvited and at all the dead who would flee back toward the living. It is fed on the bones of the unworthy and on the courage of warriors, and its baying is said to carry on the wind before great slaughter. The wise hold that at the breaking of the world Garmr will slip its fetter and meet a war-god jaw to spear, and the two shall fall together. Until that doom it haunts the boundary places, the burial mounds and the frost-cracked passes, and travelers who hear a hound that howls with no breath of warmth behind it are counseled to turn back, light no fire, and pray the scent of their living blood does not carry far.

Run Garmr in Sixty Seconds

Garmr

Large monstrosity, neutral evil

CR 6 · 2,300 XP · GUIDELINE
AC 15 (spined hide) HP 126 (12d10+60) Speed 50 ft.
STR19+4
DEX15+2
CON20+5
INT6-2
WIS14+2
CHA10+0
SavesCon +8, Wis +5
SkillsPerception +5, Stealth +5
Resistcold
Sensesdarkvision 120 ft., passive Perception 15
Languagesunderstands Common but can't speak

Keen Smell. The hound has advantage on Wisdom (Perception) checks that rely on smell, and cannot be surprised by a creature it can smell.

Hound of the Threshold. Signature. Garmr was bred to bar the road to the lands of the dead, and the dying call to it. When it reduces a creature to 0 hit points, or scores a critical hit, it gains 10 temporary hit points and its bite deals an extra 7 (2d6) necrotic damage until the end of its next turn.

Actions

Multiattack. The hound makes two attacks: one with its Bite and one with its Spined Lash.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage, and if the target is a creature it must succeed on a DC 14 Strength saving throw or be knocked prone.

Spined Lash. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage from the barbed tail, and the target's speed is reduced by 10 ft. until the end of its next turn.

Baying Howl (Recharge 5-6). The hound looses a grave-cold howl. Each creature within 30 feet must make a DC 14 Wisdom saving throw, taking 21 (6d6) cold damage and becoming frightened until the end of its next turn on a failure, or half as much damage and not frightened on a success.

Bonus Actions & Reactions

Pounce. Bonus Action. The hound moves up to its speed toward a creature it can see and does not provoke opportunity attacks during this movement.

A gaunt, wolf-shaped horror crusted in frost and dried gore, its spine bristling with a crown of bone spikes and a barbed serpent-tail lashing behind. The render shows it mid-prowl, tusked jaws low to the ground, hunting the scent of the soon-to-die.

Garmr, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 14 HP 76 (scaled ×0.6) Speed 50 ft.
STR19+4
DEX15+2
CON20+5
INT6-2
WIS14+2
CHA10+0

Pack Snap (signature). When an ally within 10 feet of the whelp hits a creature with a melee attack, that creature has disadvantage on the next saving throw it makes before the start of its next turn.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Reactions

Frost Recoil. When a creature within 5 feet hits the whelp with a melee attack, the whelp lashes its frost-rimed tail. The attacker takes 4 (1d8) cold damage.

A leaner, half-grown hound of the same gore-stained brood, kept at heel and loosed to harry whatever its elder brings low.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC13HP8d10+16 (60) To-hit+4Save DC12

Open with Pounce into a Bite and try to knock a squishy caster prone, then chew on them. If the party clusters, hold Baying Howl for two or more in the 30-ft. cone. Kill-priority is whoever is already hurt - Hound of the Threshold rewards finishing the dying. Pair it with a bigger flagship; alone it is a tense skirmish, not a boss.

Tier 2Levels 5-10 · NATIVE
AC15HP12d10+60 (126) To-hit+7Save DC14

This is the home tier - run it as a fast flanking add-on, not a solo boss. Pounce in, Bite to knock prone, Spined Lash to pin a kiter's movement, and dump Baying Howl when three or more are bunched. Always swing the killing blow at the lowest-HP target to trigger Hound of the Threshold's temp HP and bonus necrotic. Best paired with a Norse flagship (a giant or serpent) as its loosed hunting beast.

Tier 3Levels 11-15 · GUIDELINE
AC18HP18d12+90 (207) To-hit+9Save DC16

Scaled up as a high-tier hunting hound running with a doom-tier boss. Lead with Pounce + Bite to floor the back-line, recharge Baying Howl onto the clustered front, and let Hound of the Threshold snowball temp HP off downed PCs. Kill-priority stays the most-wounded body. It is still an add-on - keep a legendary flagship in the fight or the party will focus and burst it down.

Put Garmr on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Garmr?

Garmr is built at CR 6 (2,300 XP) on its native Tier 2 sheet - AC 15, 126 HP, +7 to hit, save DC 14. The included Tier 1 and Tier 3 columns rescale the same traits to roughly CR 2 and CR 11 so you can drop it into any table without changing how it plays.

Can Garmr be a companion or ally?

As written Garmr is a hostile add-on monster, not a controllable ally - it is a half-feral gate-hound, not a mount. For a friendly version use the companion block, Managarmr the Whelp of the Mound (AC 14, 76 HP), a lesser hound of the same brood that fights at a hero's heel and softens enemy saves.

Is Garmr a solo boss?

No. It has no legendary actions, so a focused party will burst it down in a round or two if it fights alone. Run it as a flanking threat alongside a flagship Norse boss - a frost giant, a great serpent, or a doom-tier figure - and let its speed and Pounce keep it on the back line.

Tell Us How It Ran

Played Garmr at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included