Sir Garlon — The Invisible Knight of Arthurian Legend

In the earlier age of Arthur’s court, Sir Garlon strikes from invisibility, wounding travellers who cannot defend themselves. A knight has beaten him at a joust, and Garlon has grievously wounded the man’s son in revenge. Now the Arthurian world turns towards King Pellam’s impending feast: Balin seeks Garlon’s blood to heal the boy, and Pellam will kill anyone who murders his brother. Stop the feud before it destroys the castle and the land around it.
At a Glance
- Identity
- Sir Garlon, brother of King Pellam of Listeneise
- Nature
- Human knight with an uncanny power to become invisible
- Allegiance
- King Pellam’s household and his own violent pride
- Enemies
- Sir Balin; the fathers and companions of knights he has attacked
- Alignment
- Neutral Evil — takes revenge on the helpless while exploiting his brother’s protection
- Home
- The royal court of Listeneise, currently preparing a major feast
- Languages
- Brythonic and the court tongue of Listeneise
- Immediate threat
- The wounded boy will die unless a remedy is found, and Balin has sworn to kill Garlon for his blood
What Is Happening Right Now?
Pellam’s servants are hanging tapestries for a feast open only to knights accompanied by a lady. Balin has arrived with a woman companion and keeps his sword at his side. A nobleman with a dying son waits outside, unable to pass the entrance. Garlon is visible at the high table, certain his brother’s guards make him untouchable. His enemies believe the only cure is his blood.
First Meeting
The characters find Garlon dining beneath Pellam’s banner. He is lean and richly dressed, his face dark from hard travel rather than buried in shadow. He mocks guests who stare too long and may slap a man for daring to question him. The laughter stops when someone names the victims of his invisible assaults.
Three Scenes Tonight
- Outside the gate: the father of the wounded boy offers the party his estate if they can fetch Garlon’s blood without provoking Pellam.
- At the feast: a cupbearer shows the heroes the broken shaft of a spear used in one unseen killing; Garlon notices the evidence.
- The gold chamber: Pellam has sealed a strange spear behind richly hung doors. If Balin fights Pellam here, the weapon may cause the Dolorous Stroke.
Appearance and Manner
Garlon is severe, gaunt-faced and expensively armed, with quiet contempt for defeated opponents. His invisibility is a tactical cruelty, not the mark of a ghost. He prefers a sudden unseen spear thrust on a road to a fair challenge before witnesses, yet at court he expects all the protections of knighthood.
Ambition, Pressure and Private Knowledge
- Ambition: make every rival fear that Garlon may be present even when no one can see him.
- Pressure: the bereaved knights are gathering, and even Pellam cannot conceal every atrocity.
- Knowledge: he knows routes into the royal guest chambers and the hidden doors of the castle, but not the full danger of the sacred spear.
- Flaw: he believes Pellam’s love absolves him from the rules he demands of others.
- Weakness: he is too vain to endure a public challenge, and his power is less useful in a crowded, enclosed hall.
Relationships and Factions
- King Pellam: brother, patron and a proud ruler who will retaliate for Garlon’s killing.
- Sir Balin: travelling knight determined to avenge companions and heal the wounded son of his host.
- The wounded boy: an innocent victim whose life is the moral centre of the story.
- The lady with Balin: witness who remembers the fragment of the assassin’s broken spear.
- Merlin: may warn of the consequence of Balin’s desperate fight, but cannot force anyone to heed him.
Game Statistics
Garlon is a powerful but mortal assassin. He wins by concealment, swift attacks and selective retreat. He does not wield the holy spear that brings down Pellam’s castle.
Sir Garlon — D&D 2024
Medium Humanoid (Human), Neutral Evil
Armor Class 18 (+1 studded leather); Initiative +5 (15); Hit Points 136 (16d8 + 64); Speed 30 ft.; Challenge 10 (5,900 XP; PB +4)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 20 (+5) | 18 (+4) | 14 (+2) | 14 (+2) | 14 (+2) |
Saving Throws Dex +9, Wis +6; Skills Acrobatics +9, Deception +6, Perception +6, Stealth +13; Senses Passive Perception 16; Languages Brythonic, court tongue of Listeneise.
Traits
Assassin’s Opening (1/Turn). Garlon deals an extra 17 (5d6) damage to a creature he hits with a Finesse weapon if he has Advantage on the attack or an ally is within 5 feet of the target and he does not have Disadvantage.
Evasion. When an effect lets Garlon make a Dexterity saving throw to take half damage, he takes no damage on a success and half on a failure.
Actions
Multiattack. Garlon makes two Rapier attacks. He does not make a Lance attack as part of this action.
Rapier. Melee Attack Roll: +9, reach 5 ft. Hit: 16 (1d8 + 5 Piercing plus 2d6 Poison) damage.
Lance (Mounted Only). Melee Attack Roll: +7, reach 10 ft. Hit: 10 (2d6 + 3) Piercing damage. Garlon makes one Lance attack with this action.
Bonus Action
Unseen Rider (Recharge 4–6). Garlon becomes Invisible, together with his carried and worn equipment, until the end of his next turn or until he makes an attack roll, whichever occurs first. A creature still hears him and his mount unless he also Hides.
Reaction
Slip Aside. Garlon halves damage from one attack that hits him, provided he can see the attacker.
Legendary Actions
Legendary Action Uses: 2. Garlon can spend a use immediately after another creature’s turn and regains uses at the start of his turn.
- Withdraw. Garlon moves up to half his Speed without provoking Opportunity Attacks.
- Cut (Costs 2 Uses). Garlon makes one Rapier attack, without applying Assassin’s Opening more than once per turn.
Tactics
He attacks an isolated target from concealment, then evades pursuit. Closing doors, scattering flour or calling out his location can help characters track an invisible assailant, but no such trick automatically ends his magic.
Sir Garlon — D&D 2014
Medium humanoid (human), neutral evil
Armor Class 18 (+1 studded leather); Hit Points 136 (16d8 + 64); Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 20 (+5) | 18 (+4) | 14 (+2) | 14 (+2) | 14 (+2) |
Saving Throws Dex +9, Wis +6; Skills Acrobatics +9, Deception +6, Perception +6, Stealth +13; Senses passive Perception 16; Languages Brythonic, court tongue of Listeneise; Challenge 10 (5,900 XP).
Traits
Sneak Attack (1/Turn). Garlon deals an extra 17 (5d6) damage when he hits a creature with a finesse weapon attack and has advantage, or the target has another enemy within 5 feet and Garlon does not have disadvantage on the attack.
Evasion. On a Dexterity saving throw for half damage, Garlon instead takes no damage on success and half on failure.
Actions
Multiattack. Garlon makes two rapier attacks. The lance is a separate one-attack action.
Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 16 (1d8 + 5 piercing damage plus 2d6 poison damage).
Lance (Mounted Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage, one attack only.
Bonus Actions
Unseen Rider (Recharge 4–6). Garlon becomes invisible until the end of his next turn or until he attacks. His belongings become invisible with him, but his horse does not become invisible. He must hide separately to mask the sounds of his movement.
Reactions
Uncanny Dodge. Garlon halves the damage of an attack that hits him if he can see the attacker.
Legendary Actions
Garlon can take 2 legendary actions, only one at the end of another creature’s turn; he regains them at the start of his turn.
- Step. Garlon moves up to half his speed without provoking opportunity attacks.
- Stab (Costs 2 Actions). Garlon makes one rapier attack.
Tactics
He tries to frighten a foe into fleeing the feasting hall, where his invisibility works best.
Sir Garlon — Pathfinder 1e
CR 12; XP 19,200; Male human rogue 13; NE Medium humanoid (human); Init +10; Senses Perception +18.
Defense
AC 24, touch 17, flat-footed 24 (+5 armour, +5 Dex, +2 deflection, +2 natural); hp 110 (13d8 + 52); Fort +8, Ref +14, Will +6; Defensive Abilities evasion, uncanny dodge, improved uncanny dodge.
Offense
Speed 30 ft.; Melee +2 rapier +18/+13 (1d6 + 5/18–20); Special Attacks sneak attack +7d6; Space/Reach 5 ft./5 ft.
Statistics
Str 16, Dex 22, Con 18, Int 14, Wis 14, Cha 14; Base Atk +9; CMB +12; CMD 30.
Feats Weapon Finesse, Weapon Focus (rapier), Improved Initiative, Skill Focus (Stealth), Two-Weapon Fighting, Improved Two-Weapon Fighting, Quick Draw, Combat Reflexes; Skills Acrobatics +22, Bluff +18, Disable Device +22, Perception +18, Stealth +25; Languages Brythonic, court tongue of Listeneise.
Gear +2 studded leather armour, +2 rapier, ring of protection +2, amulet of natural armour +2, court clothing, concealed dagger and riding horse.
Special Abilities
Unseen Rider (Su): Three times per day, as a swift action, Garlon becomes invisible for 1 round. Attacking ends the effect immediately. This is a magical power, not an incorporeal or ethereal state. Sneak Attack (Ex): +7d6 precision damage when a target is denied Dexterity to AC or Garlon flanks it; immune creatures take no precision damage as their rules specify.
Tactics
He enters a fight from concealment, uses his rapier and flees when the party blocks the exits. He cannot bypass sealed doors by invisibility alone.
Sir Garlon — D&D 3.5e
Male human rogue 13; Neutral Evil Medium humanoid (human); CR 13; Init +10; Senses Listen +18, Spot +18.
Defense
AC 24, touch 17, flat-footed 24 (+5 armour, +5 Dex, +2 deflection, +2 natural); hp 98 (13d6 + 52); Fort +8, Ref +14, Will +6; Special Qualities evasion, uncanny dodge, improved uncanny dodge, trapfinding, trap sense +4.
Offense
Speed 30 ft.; Melee +2 rapier +18/+13 (1d6 + 5/18–20); Special Attacks sneak attack +7d6; Space/Reach 5 ft./5 ft.; Base Atk +9; Grp +12.
Statistics
Str 16, Dex 22, Con 18, Int 14, Wis 14, Cha 14; Skills Hide +25, Move Silently +22, Bluff +18, Spot +18, Listen +18, Tumble +22; Feats Weapon Finesse, Weapon Focus (rapier), Improved Initiative, Skill Focus (Hide), Quick Draw, Combat Reflexes, Two-Weapon Fighting; Languages Brythonic, court tongue of Listeneise.
Special Abilities and Tactics
Unseen Rider (Su): Three times per day, as a swift action, Garlon becomes invisible for 1 round; the effect ends immediately after he attacks. Sneak Attack: +7d6 damage against targets denied their Dexterity bonus or flanked, subject to precision-damage immunity. He uses ordinary terrain and darkness even when magic is unavailable.
Possessions +2 studded leather, +2 rapier, ring of protection +2, amulet of natural armour +2, dagger, court clothing and riding horse.
Run the Encounter
The party must solve two linked threats: find a way to obtain Garlon’s blood without a killing at the feast, and prevent the sacred spear from being seized during Pellam’s revenge. The host may offer blood freely only if Garlon accepts judgment. If the characters merely kill Garlon, Pellam’s fury can still bring the Dolorous Stroke.
Five Encounters
- An unseen attack: an injured knight collapses on the road; tracks reveal a visible horse whose rider has disappeared.
- The father at the gate: a grieving noble begs the party to smuggle him past Pellam’s guards.
- The high table: Garlon humiliates a guest, forcing the heroes to choose between public restraint and an immediate duel.
- Guarded passage: Pellam’s men bar the path to a gold-hung chamber while a fight spreads through the castle.
- The sacred spear: someone reaches for the relic; the characters can stop the ruin only by separating Pellam and Balin.
Six Adventure Hooks
- A knight claims he was struck by an invisible spear while riding beside an empty road.
- The dying boy can be cured only with the blood of his assailant, but an herbalist offers a costly alternative.
- A lady must be found to escort a knight into Pellam’s feast; she has her own reason to fear Garlon.
- A servant has hidden the shaft of Garlon’s broken spear and fears the king’s retribution.
- Pellam offers the party safe conduct if they escort his brother away from the hall before Balin arrives.
- A prophet warns that a single blow with the spear in the gold chamber will leave a ruined kingdom; an ambitious courtier wants the prophecy to come true.
Equipment and Resources
A fine rapier, a long lance for a single mounted thrust, armour concealed beneath court robes, riding horse, a personal chamber at Pellam’s court and the protection of the royal guards. His invisibility is an innate magical gift. The extraordinary spear is kept in the gold chamber and is not part of his inventory.
Lore, Consequences and Timeline
Garlon’s unseen violence and the feast at Pellam’s court belong to the Arthurian age before the battle of Camlann in 537. Within that earlier age the Dolorous Stroke and the feast’s destruction can still be changed by the choices of witnesses and knights. In 1454 a traveller might instead find a haunted hall, a surviving cursed weapon or a crossing that leads into the evening before the disaster.
Related People and Places
Arthurian character directory · King Arthur · Merlin · Mordred · Lady of the Lake
Sources and Artwork
- Malory, Le Morte d’Arthur, Book II, Chapter XIV — Garlon, Balin, and the wounded son.
- Malory, Le Morte d’Arthur, Book II, Chapter XV — Pellam and the Dolorous Stroke.
- Existing Garlon portrait from the site’s media library is retained. All tabletop rules and interactive situations are unofficial campaign adaptations.
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