Garagos

The Reaver

God of war, skill-at-arms, destruction, plunder

CR 31DemigodChaotic neutralWarSkill-at-ArmsDestructionPlunder

The Avatar of Garagos

Medium humanoid (avatar), chaotic neutral

Armor Class
26 (blackened plate)
Hit Points
640 (40d12 + 380)
Speed
60 ft.
STRDEXCONINTWISCHA
30 (+10)24 (+7)29 (+9)26 (+8)28 (+9)30 (+10)
Saving Throws
Str +19, Dex +16, Con +18, Int +17, Wis +18, Cha +19
Skills
Insight +19, Perception +19, Athletics +19
Damage Resistances
fire; bludgeoning, piercing, and slashing from magical attacks
Damage Immunities
necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, frightened, paralyzed, poisoned
Senses
truesight 120 ft., passive Perception 28
Languages
all, telepathy 120 ft.
Challenge
31 (155,000 XP)
Proficiency Bonus
+9

Traits

Innate Spellcasting. Garagos’s spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He requires no components.
  • At will: destructive wave, dispel magic, haste, staggering smite
  • 3/day each: blade barrier, earthquake, fire storm, forcecage
  • 1/day each: invulnerability, meteor swarm, power word kill
Legendary Resistance (3/Day). If Garagos fails a saving throw, he can choose to succeed instead.
Magic Resistance. Garagos has advantage on saving throws against spells and other magical effects.
Rage of Lost Battles (Mythic Trait; 1/Day). When Garagos is first reduced to 320 hit points or fewer, he regains 160 hit points and the Tentacus unfolds to fill his reach. For 1 minute, his reach increases by 10 feet and he makes one extra weapon attack with Multiattack.

Actions

Multiattack. Garagos makes three Tentacus attacks. He can replace one attack with Fivefold Reaping (Recharge 5–6).
Tentacus. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) slashing damage plus 22 (4d10) necrotic damage. A creature hit twice during the same turn is knocked prone.
Fivefold Reaping (Recharge 5–6). Garagos makes one Tentacus attack against each of up to five creatures within reach. A creature hit by this action cannot regain hit points until the end of its next turn.

Reactions

Claim the Opening. When a creature within 20 feet misses an attack, Garagos makes one Tentacus attack against it.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Reaver’s Step. Garagos moves up to half his speed and makes one Tentacus attack.
Break the Line (Costs 2 Actions). Garagos moves in a straight line up to his speed through occupied spaces. Each creature in the line makes a DC 27 Strength saving throw or takes 31 (6d6 + 10) bludgeoning damage and falls prone.
Take the Spoils (Costs 2 Actions). One creature within 60 feet drops one held item of Garagos’s choice unless it succeeds on a DC 27 Strength saving throw. The item lands at Garagos’s feet.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Weapons Answer. Each unattended weapon in the lair flies up to 30 feet and attacks one creature, dealing 22 (4d10) force damage on a failed DC 27 Dexterity saving throw.
No Surrender. Until next round, creatures below half their hit point maximum have advantage on attacks and disadvantage on saving throws.
Spoils Change Hands. Two creatures Garagos can see teleport to each other’s spaces and exchange one held item of his choice.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Red Momentum. Garagos moves up to his speed without provoking opportunity attacks.
Master Every Weapon (Costs 2 Actions). Garagos chooses a weapon he can see; until the end of his next turn, attacks made with weapons of that kind against him automatically miss.
War Without Limit (Costs 3 Actions). Garagos makes five Tentacus attacks and can move 10 feet between attacks.

Introduction

Garagos, The Reaver, governs war, skill-at-arms, destruction, plunder. He embodies battle-rage, devastation, and the taking of spoils—the savage edge of war that Tempus tolerates but does not celebrate.

Barbarians, fighters, raiders, soldiers, spies, and weapon masters invoke him. His scattered cults prize personal prowess and believe possessions belong to whoever can seize and hold them.

The god sends an avatar when a battle becomes slaughter, when a conqueror mistakes plunder for victory, or when a weapon master seeks a foe no mortal can provide. This is a killable vessel of divine will, not the god’s complete being, and its defeat changes the crisis without ending the faith behind it.

Physical Appearance

Garagos appears as a massive, scarred warrior in battered blackened plate, his face fixed between a grin and a snarl. He grips the Tentacus, a single brutal pinwheel weapon whose five serpentine arms end in swords.

Every wound on the avatar looks fresh but sheds no blood. His armor bears dents from forgotten wars, and his voice lands like steel struck against an anvil.

Roleplaying the Avatar

Garagos respects nerve, skill, and honest appetite. He mocks strategy that hides cowardice, offers single combat readily, and treats everything not defended as abandoned.

  • Measure strangers by their grip and stance.
  • Call treasure “spoils” and territory “ground held.”
  • Offer a clean duel before ordering a general assault.
  • Laugh when wounded by a clever technique.
  • Respond to moral arguments by asking what the speaker can defend.

Use in a Campaign

The Fifth Blade

A warlord finds one severed arm of the Tentacus and becomes unbeatable. Garagos wants it returned, but every army in the region wants to keep it.

Spoils of Peace

The avatar arrives at treaty talks and declares the disputed city unclaimed because neither side will fight for it.

The Last Weapon Master

Garagos challenges an aging hero whose undefeated reputation prevents a needed succession.

Rage Without War

A battlefield curse drives veterans to attack their own households. The party must redirect the Reaver toward the spirit feeding on their anger.

Lairs

Garagos turns defended places into brutal proving grounds. Weapons pull toward their owners’ hands, surrendered treasure marks new targets, and hesitation opens visible gaps in armor.

The Plunder Hall

Every trophy grants the tactic of its former owner, but taking one alerts all others.

Five-Blade Arena

Rotating walls divide allies into sudden duels while the central floor records every surrender.

The Burned Camp

Ghostly quartermasters continually sort spoils from a vanished army and attack anyone who cannot prove a claim.

The Red Ford

Crossing the water forces travelers to relive the fiercest fight they ever fled.

Shared References

Open a reference for its canonical description and related entries.

Garagos as a scarred, broad-shouldered reaver in blackened armor, gripping the five-bladed Tentacus weapon with every blade physically joined to its central hilt.