Brutal Critical. When Urarash scores a critical hit, he rolls double weapon damage dice as usual, then rolls 3 additional weapon damage dice.
Blood Sacrifice: When Urarash rages, he can spend up to a total of 10d12 to gain a pool of Blood Dice(d12). Roll the number of d12's expended, Urarash takes necrotic damage that cannot be reduced equal to the number rolled and his hit point maximum is reduced by half the damage taken. Each time Urarash deals damage to a creature with the weapon he imbued with the Blood Dice, he can expend 1 of those Blood Dice to deal an additional 1d12 necrotic damage.
Reckless. At the start of his turn, Urarash can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Feral Instinct. Urarash has advantage on initiative rolls.
Relentless Rage. If Urarash is reduced to 0 hit points while raging, he drops to 1 hit point instead if he succeeds on a DC 10 Constitution saving throw.
Heavy Hitter. Urarash can take a -5 penalty to any melee attack roll to gain a +10 bonus to the damage roll.
Special Equipment. Urarash has an Eldritch Claw Tattoo and wears Claws of the Umber Hulk. He wields a Vicious Glaive.
Toughness. Urarash has an additional 40 hit points.
Multiattack. Urarash makes two attacks with his Claws of the Umber Hulk, or Vicious Glaive.
Umber Hulk Claws. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 16 (1d8 + 11) slashing damage.
Vicious Glaive. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit: 17 (1d10 + 11) slashing damage. The Vicious Glaive deals an extra 7 points of damage on a critical hit.
Rage (Recharges after a Short or Long Rest). Urarash enters a rage that lasts until he falls unconscious or chooses to end it (no action required). While raging, Urarash gains the following benefits:
He has advantage on Strength checks and Strength saving throws.
- He deals an extra 4 damage when he hits a target with a melee weapon attack (included in attacks)
- He has resistance to bludgeoning, piercing, and slashing damage.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
Unrelenting Sentinel: Creatures that step into or leave Urarash's melee reach provoke opportunity attacks, even if they used the disengage action. Creatures hit by this reaction have their speed reduced to 0 for the rest of their turn. Additionally, when a creature within 10 feet of Urarash makes an attack against a target other than him, he can use your reaction to make a melee weapon attack against the attacking creature.
Urarash can take 3 legendary action, choosing from the options below. Only one legendary action be used at a time and only at the end of another creatures turn. Urarash regains spent legendary actions at the start of his turn.
Roar of the Lion (Costs 1 Action). Urarash lets out a beasts roar and moves up to his base walking speed. All creatures within 5 ft of him must make a Constitution saving throw DC: 22 or take 7 points of thunder damage. This movement doesn't provoke opportunity attacks.
Warlords Ferocity (Costs 2 Actions). Urarash makes one melee weapon attack against a creature within reach.
Undying Resolve (Costs 3 Actions). Urarash can spend and roll a number of available hit dice equal to his Constitution modifier, regaining hit points equal to the total rolled.
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 larger than usual human whose skin is of a light olive, wearing a mantle of fur and a large black lions mane. Deep scars run across Ururash's body and these dark carapace gauntlets adorn his arms while wielding a gruesome, jagged looking bloodstained glaive.
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.
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