b'Garm \n'b'  Large   fiend ,  neutral  \n'b'  Armor Class  14 (natural armor)  Hit Points  51 (6d10 + 18)  Speed  40 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX:  17 (+3)  CON:  16 (+3)  INT:  5 (-3)  WIS:  12 (+1)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Survival  +3  Damage Immunities  lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons  Condition Immunities   charmed ,  exhaustion ,  frightened   Senses   truesight  60 ft., passive  Perception  13  Languages  understands Common and Celestial can\xe2\x80\x99t speak  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'\n'b'  Keen Hearing and Smell . The garm has advantage on  Wisdom  ( Perception ) checks that rely on hearing or smell. \n'b'  Telepathic Bond . While the garm is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other. \n'b'\n'b' Actions \n'b'\n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is  frightened . \n'b'  Baleful Baying . The garm bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 11  Wisdom  saving throw or be  frightened  until the end of the hound\xe2\x80\x99s next turn or until the hound is incapacitated. A  frightened  target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all garms for the next 24 hours. \n'b'\n'b' About \n'b' This demonic looking hound bounds through the night sky in search of prey. \n'b' Garms are hounds of Helheim, loyal to Hel but under loan to Odin on his Oensjaegeren. They are excellent hunters and lead the pack in hunting down prey. \n'b'  Guardians of Helheim . When a soul escapes Helheim, garms are sent to retrieve them. They stand at the gates, baying if any being should try to escape.'