Face of Gorm
    -     a.k.a. the Delimbyr Bloke
Insribed on the beard are words in dwarvish reading:
"Friendship is more than a word. Weight it carefully."
As an action, you can speak the command phrase "aid us" to cast the daylight spell, or summon 1d4 Guards of Gorm to fight for you. This ability recharges daily at sunrise.
When summoning guards, you choose one of the following modifiers to apply to all the constructs:
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Buff: The Guard of Gorm gains an extra 5 hit points.
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Celerity: The Guard of Gorm’s land speed is increased by 10 feet.
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Deflection: The Guard of Gorm gains a +1 bonus to Armor Class.
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Fly: The Guard of Gorm has physical wings and a fly speed of 20 feet.
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Bull Rush: If the Guard of Gorm has at least 10 ft to get a running start, it can charge an opponent to push them back. Make a contested check like taking the shove action. If the Guard of Gorm succeeds, they and their target are pushed back 5 feet. You can push an additional 5 feet for every 5 points of difference in the rolls.
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Brawler: The Guard of Gorm has no weapon, but deals 1d4 damage with an unarmed strike.
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Mobility: The Guard of Gorm can use disengage as its bonus action.
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Power Attack: The Guard of Gorm can choose to take a -5 to hit for a +5 to damage.
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Resistance: The Guard of Gorm gains resistance to a damage type of your choice.
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Swim: The Guard of Gorm is streamlined and shark-like, and gains a swim speed of 30 feet.
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Takedown: The Guard of Gorm has advantage on any non-attack combat actions (e.g. shove, grapple).