Medium Swarm of Medium humanoids, Chaotic Evil
Armor Class 20 Unarmored
Hit Points 270 (20d12 + 140)
Speed 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
24 (+7)
INT
8 (-1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +13, CON +13
Skills Athletics +13, Nature +8, Survival +8
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Orc
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Reckless Attack. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Feral Instincts. You have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical. You can roll three additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Relentless Rage. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage. Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might. If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Mindless Rage. You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Actions

Multiattack. Make two Greatsword Attacks 

Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 9 (2d6 + 7) slashing damage. 

Intimidating Presence. You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC 14) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Bonus Actions

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Rage. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a +4 bonus to the damage roll.
- You have resistance to bludgeoning, piercing, and slashing damage.

Frenzy. You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Reactions

Retaliation. When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Habitat: CoastalMountain

Welbo2016

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