Garen, the Might of Demacia (5e Creature)

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Medium humanoid (human), lawful good

Armor Class 24 (Demacian Plate)
Hit Points 296 (25d8 + 184)
Speed 35 ft.

28 (+9) 17 (+3) 26 (+8) 20 (+5) 27 (+8) 26 (+8)

Saving Throws Str +16, Con +15, Int +12, Cha +15
Skills Athletics +16, Insight +12, Intimidation +15
Damage Resistances acid, cold, fire, force, lightning, poison, thunder; bludgeoning, piercing, and slashing damage
Condition Immunities frightened, paralyzed, restrained
Senses passive perception 18
Languages Common
Challenge 23 (50,000 XP)

Perseverance. Garen regenerates 15 hit points a round if he has not taken any damage from a hostile of CR/ PC Level 4 or above for a round.

Demacian Justice. The hostile who has dealt the most damage or has killed the most friendly units is Garen's Villain. Both Garen and the Villain know who the Villain is. Garen's Greatsword and Judgement attacks deal an extra 4 (1d8) magical slashing damage to the Villian.

Magical Resistance. Garen has advantage on saving throws to resist spells and other magical effects.


Multiattack. Garen can make three greatsword attacks, or one greatsword attack and another action.

Demacian Greatsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one creature. Hit: 23 (4d6 + 9) slashing damage.

Decisive Strike (Recharge 5-6). Garen braces his sword and begins running towards his target. Until the end of his turn, Garen gains 10 ft. of movement. If any effect was reducing his movement speed before, it is cancelled. Garen's next greatsword attack is also enhanced. He gains advantage on the attack roll, the attack deals 26 (4d6 + 12) slashing damage, and the target cannot cast spells until the beginning of Garen's next turn. If Garen ends his turn without hitting a target with Decisive Strike, the effect ends.

Courage (Recharge 5-6). Garen calls upon his inner strength and becomes resistant to all damage types for two rounds.

Judgement (Recharge 5-6). Garen begins spinning and swinging his blade to strike all enemies. His movement speed is reduced by 5 ft. while he is using Judgement. Garen spins 6 times, moving constantly or intermittently for the duration, if he has movement left. Each spin can strike all targets within 5 ft. of Garen. He must make a separate attack roll per target, dealing 10 (2d6 + 3) slashing damage per strike. If he moves in a way that would provoke an attack of opportunity, the attack still applies but does not hinder Garen's movement or Judgement's duration unless otherwise stated, such as the Sentinel feat.

Demacian Justice (Recharge 6). Garen calls upon the might of Demacia to attempt to execute a hostile target, dealing 36 (8d8) radiant damage, plus an additional 4 (1d8) for each full increment of 10 Hit Points the target is missing from their hit point maximum. Damage to the Villain ignores resistance and immunity to radiant damage..


The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.

Move. Garen can move up to half of his movement.

Attack. Garen can make one Greatsword attack.

Courage. Garen can use his Courage action.

Throughout Valoran, the resolve of Demacia's military is alternately celebrated or despised, but always respected. Their zero tolerance moral code is strictly upheld by civilians and soldiers alike. In combat, this means Demacian troops may not make excuses, flee, or surrender under any circumstance. These principles are espoused to their forces by unrivaled demagogues who lead by example. Garen, the valiant warrior who bears the title the Might of Demacia, is the paradigm to which these leaders are compared. Thousands of great heroes have risen and fallen on the bloody battlefields between Demacia and its preeminent rival, Noxus. It was beneath their mighty banners of war that Garen first met steel with Katarina, the Sinister Blade. The infantrymen who beheld this event (and survived) commented that it seemed as though the two were locked in a mortal waltz against a symphony of clashing blades.

Garen, the pride of the Demacian military and leader of the Dauntless Vanguard, returned from this battle breathless for the first time in his career, though some speculate that this was due to reasons other than exhaustion. The plausibility of these rumors was bolstered when, in every instance thereafter, Garen seized the opportunity to encounter the Sinister Blade again. A paragon of Demacian ethic, Garen never entertained such allegations, for he knew others couldn't understand. Even simply the pursuit of a worthy opponent on the battlefield is, to a true warrior, the reason to rise each morning. The promise of one, particularly so beautifully and diametrically opposed, is the validation of his existence.

The most effective way to kill an opponent is to slice through the man next to him. -- Garen, on front line strategy

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