Primeval Sin of Wrath (Mythic Trait; Recharges on a short or long rest). If Wrath is reduced to 0 hit points, they don't die or fall unconscious. Instead, they release a harmless burst of Flames, regaining 375 hit points.
Wrath's Sword. Wrath's sword is a magical weapon, and they cannot be disarmed of it. When Wrath hits with their sword, the weapon deals an additional 2d6 fire damage(included in the attack).
Heated Body. A creature that touches Wrath or hits them with a melee attack while within 5 feet of them takes 14 (4d6) fire damage.
Blood Frenzy. Wrath has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Magic Resistance. Wrath has advantage on saving throws against spells and other magical effects.
Legendary Resistance(3/day). If Wrath fails a saving throw, it can choose to succeed instead.
Regeneration. Wrath regains 40 hit points at the start of their turn. If Wrath takes Radiant or Psychic damage, this trait doesn't function at the start of their next turn. Wrath dies only if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack. Wrath uses their Meltdown ability if it is available or makes four Greatsword of Wrath attacks.
Greatsword of Wrath. Melee Weapon Attack: +16 to hit, reach 10., one target. Hit: 24 (4d6 + 10) slashing damage and 6 (2d6) fire damage.
Meltdown(Recharge 5-6). Wrath unleashes a cloud of red and black fog in a 15-foot radius sphere that spreads around corners with themselves being the center. Each creature within the cloud must succeed on a DC 22 Dexterity saving throw, taking 90 (14d12) fire damage on a failed save, or half as much on a successful one.
Aggresive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Parry. Wrath can add +7 to their AC against one melee attack that would hit it.
Wrath can take 3 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. Wrath regains spent legendary actions at the start of their turn.
Attack. Wrath makes an attack against a creature within range.
Iron Will(Cost 2 Actions). Wrath braces themselves for the next onslaught of attacks, regaining a legendary resistance and making a single attack against a creature within range.
If Wrath's mythic trait is active, they can use the options below as legendary actions.
Weakening Strike. Wrath makes an attack against a creature within range, if Wrath hits the creature must make a DC 22 Constitution saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Meltdown(Cost 3 Actions). Wrath recharges Meltdown and uses
Description
A bellow in the fog, a wave of heat, and suddenly you're met with a sickening creature of dread and fury. Two flaring eyes stare at you with an overpowering animosity, and another bellow pierces from its tapered mouth as it gains it bearings.
Two broken horns adorns its skeletal head, which itself is has a perpetual grin. Excited breaths escape the creature's twisting nostrils set within a massive nose.
Its skeletal head sits atop a giant, meaty body. Otherworldly armor covers every inch of it, who knows what the story behind this is. The creature takes a step forward, its two legs steadily carry its shadowy body with a maniacal energy. A powerful tail follows behind it, a magma-like pattern flows through it with every motion.
A burning hatred can be felt the longer the creature stares at you.






