Large Monstrosity, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
19 (+4)
DEX
8 (-1)
CON
17 (+3)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
Skills Perception +4
Damage Resistances Poison
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Amphibious. Urgot can breathe air and water.

Echoing Flames. When Urgot uses his Minigun to attack a creature, he may expend a charge to expel fire, dealing 1d6 fire damage in a 30 foot cone in front of him. Enemies make a dexterity saving throw to resist, or take half damage. Urgot has 5 charges of echoing flames, regained on a short rest.

Passive: Urgot's abilities (Fling, Corrosive Charge) mark enemy creatures until the end of his next turn, only one enemy can be marked at a time. Urgot attacks with advantage against them. Urgot cannot critically strike Marked enemies.

Actions

Urgot fires his Minigun, and uses a charge of  Echoing Flames if he has one.

Minigun. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 6 piercing damage (1d4 - 1).

Bonus Actions

Fling. Urgot dashes in a target direction, stopped by terrain dealing damage as he passes through enemies. All enemies he passes through except the final one are knocked aside and must make a Strength or Constitution saving throw or take 1d6 bludgeoning damage and be mildly stunned, losing either their movement or action. On a successful save, they take half damage.

The final enemy that Urgot passes through is flung to a location within 10 feet of his choice.

 
Legendary Actions

Corrosive Charge. Urgot launches a canister at a target location within 60 feet of him. All enemies within 15 feet of the canister must make a dexterity saving throw (DC 12) or take 1d8 acid damage and be slowed by ten feet until the end of their next turn. On a successful save, they take half damage and are not slowed.

Purge. Urgot removes all slows from himself.

Disdain. Urgot gains 5 temporary hit points.

 

 
 
 
Mythic Actions

Fear Beyond Death. Urgot fires a chem-drill in a target direction that impales the first creature that fails a Dexterity Saving Throw (DC 12). The drill deals 10 piercing damage and leashes them to Urgot, slowing them by the percentage of health they are missing.

If the target is below 25% of their maximum health, Urgot can use his reaction to begin reeling the creature in. The creature uses all available movement on their turn to move towards Urgot. Once they reach Urgot, they are reduced to 0 hit points as if targeted by the Disintegrate spell.

While Urgot is reeling in a creature, he ignores all damage and crowd control to himself, focused purely on the goal of killing the person before him.

If Urgot succeeds on killing a creature with Fear Beyond Death, all creatures within visual range must make a Wisdom Saving Throw (DC 12) or be Frightened for one minute, and have their movement speed halved.

Previous Versions

Name Date Modified Views Adds Version Actions
8/25/2022 7:40:29 PM
15
1
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Coming Soon
DMNat20

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