Fearless. Gungor has immunity against being frightened.
Rough. Gungor has imunnity to piercing damage
Long stride. The goblinoid can traverse land better than anyone. They can use the dash ability as a bonus action.
Multi attack. Gungor can hit with his axe 2 times or his gun 2 times.
Stomp. If a creature is unconscious or on the ground, Gungor can stomp on the creature dealing 13 ([roll]3d6+4[/roll]) points of bludgeoning damage
handgun. Gungor can use its hand arm to attack a creature dealing 23 ([roll]6d6+5[/roll]) points of piercing damage if hits.
Battleaxe. Gungor wields a battle axe that if hit with can deal 15([roll]3d10[/roll]) points of slashing damage.
Block. when hitting Gungor with any weapon or magic, he can deflect it. If he makes a [roll]1d20[/roll]+stregh check higher than your attack roll the damage is given to you instead. If the damage is above your current hp you become unconscious for 30 seconds.
Gungor 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. The dragon regains spent legendary actions at the start of its turn.
gun sling. Gungor can create a volley of bullets and anyone that fails a dexterity saving throw in a 15-foot radius takes 17 ([roll]4d6+5[/roll]) points of piercing damage. If you succeed take half damage
Ram. Gungor can hit anyone in a dashing radius. If hit and fail a dex save take 22 ([roll]4d8+6[/roll]) points of piercing damage
Blade throw. Gungor can hit a creature within a 35 feet radius of him with a throwing blade. If hit takes 11 ([roll]2d8+3[/roll]) points of piercing damage
Description
Gungor is the leader of the readiers gang known as the 5 horns. He terrorizes villages and events that have any value to him. The Gungor is a chaotic creature that has a pure evil intent to wreak havoc across the lands.
Lair and Lair Actions
Gungor's camp has are various tents and carriages that are filled with many creatures to fear. The surrounding area of it looks like a wasteland only to be covered by ruble and the city of tents. It is clear that the area used to be vibrant with color before it was taken over by the raiders. In the camp, Gungor's swiftness and sight are enhanced as he has been keen on this land for many years now.
Lair actions
On initiative count 18 (losing initiative ties), Gungor takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row
- All different types of goblins begin to come out of the tent ([roll]2d12[/roll]) The goblins can either be counted as a horde or individuals
- Tree reborns sprout from the ground and if not stopped can have the same power as a blight reborn. There could be many reborns to spawn and if not killed in 10 turns turn into forest spirits.
- a gas fills a the camp that does not harm allies of Gungor or any other goblinlike creature. Everything else must take 12 ([roll]2d6+4[/roll]) points of poison damage.
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