Medium Celestial (Orc), Any Evil Alignment
Armor Class 15 Holy Chain Mail
Hit Points 68 (8d12)
Speed 45 ft., Faster than a normal Orc. Seems almost ungodly fast. , Climb 45 ft. Able to climb surfaces as if walking. Does not take any more movement to climb a surface than it does to walk.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +6, CON +5
Skills Intimidation +19
Damage Vulnerabilities Psychic
Condition Immunities Exhaustion, Frightened
Senses Blindsight 15 ft, Darkvision 60 ft, Passive Perception 15
Languages Orc, common, and Celestial
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Avatar's Defense: Gruumsh is the embodiment of the good himself. Due to this, he has immunity to radiant damage.

Avatar's Fury: After receiving damage from any source, the Avatar of Gruumsh can become infuriated and cause a hit with any weapon to be to be powered as if hit by a gods wrath. On the turn following taking any damage roll a d20. If the Avatar of Gruumsh rolls anything over a 10, all damage is changed to radiant damage, this damage bypasses all immunities and resistances, is considered magical, and adds an extra die to any damage dealt that turn.

Actions

Action Melee Attack. Great Axe Attack: +5 to hit, reach 10 ft., 1 target. Hit: 11 (3d6 + 5) [Slashing] damage. 

Action Ranged Attack. Javelin Attack: +5 to hit, range 25/50 ft., 1 target. Hit: 8 (1d8 + 5) [Thunder] damage.

Bonus Actions

Embodiment of the Avatar: As a bonus action, the Avatar of Gruumsh can take the dash action. If moving more than 15 ft, as the same bonus action, the Avatar of Gruumsh can attack a creature and force it back 5 ft. +5 to hit, reach 5 ft., 1 target. Hit 3(1d6). Any creature hit by this ability must make a CON save DC 12 or be stunned for 1 turn.

Reactions

Avatar's Control: The Avatar of Gruumsh has the ability to cancel any magic cast effect cast on it. This can be used as a reaction to any magical effect that has the range of a single target effecting this creature only. Once used, this ability has to to take a full turn to recharge.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A large, regal looking Orc. Just to look upon this being feels as if you are in the presence of a god (you are). The orc is pristinely dressed with immaculate chain mail armor, a white cape that shimmers in any light, and has an eye patch over it's left eye.

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.

laxx018

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