Large Humanoid (Half-Elf, Half-Orc), Chaotic Evil
Armor Class 18 (Plate)
Hit Points 280 (37d8 + 107)
Speed 40 ft., Climb 20 ft., Swim 15 ft.
STR
20 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
20 (+5)
Saving Throws STR +12, CON +12, CHA +12
Skills Athletics +15, Insight +12, Intimidation +15, Perception +12, Survival +17
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120ft, Passive Perception 22
Languages Common, Elvish, Orc, Undercommon
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Fey Ancestry. Urukburz has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Aggressive. As a bonus action, Urukburz can move up to its speed toward a hostile creature that it can see.

Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Sunlight Sensitivity. While in sunlight, Urukburz has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Innate

Spellcasting. Urukburz spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire

 

Actions

Multiattack. Urukburz makes two scythe attacks or two unarmed strike attacks.

Urukburz's Scythe: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 4) slashing damage plus 27 (6d8) necrotic damage.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the adept does the following additional effect:

  • The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.

 

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.

Legendary Actions

Urukburz can take 4 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. Urukburz regains spent legendary actions at the start of his turn.

Choke Throw (Costs 1 Actions). Urukburz chokes (1d4) a creature and throws them within 20ft into another creature knocking them both prone.

Beat Down (Cost 2 Actions). Urukburz takes a single creature to the ground and does three unarmed strikes. The creature is now prone.

360 Scythe Sweep (Cost 3 Actions). Urukburz can hit any creature within 10ft all around him with his scythe.

Death Collar (Cost 3 Actions). Urukburz grabs a creature STR or DEX save 20, and puts the death collar on them. If they disobey Urukburz command the death collar will choke them to death (they have to make death saving throws till someone pulls the collar off or they die failing three times.) Number of Death Collars: 1

Description

Urukburz is half Orc and half Drow. Mother is a Drow Matron Mother and the father is a powerful legendary orc. Only one of his kind and he only wishes to dominate the world and become a god. After he kills both parents he is ready to conquer the world. He is very aggressive when fighting. He is so dominate that he has a harem of succubi and incubi in his lair. He has his followers and slaves wear a death collar and if they disobey his command once the collar will begin to choke them till they die. He wields a scythe and fights like a brawler unarmed. More info on him soon. This is a test and still trying to balance him out will add lair description later.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: humanoidhalf-elfhalf-orc

Habitat: Underdark

TWEiRD

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