Medium Humanoid (Orc), Any Non-Lawful Alignment
Armor Class 20 Plate and Shield
Hit Points 174 (10d12)
Speed 30 ft., climb 15 ft., burrow 20 ft.
STR
22 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
16 (+3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +10, CON +8, WIS +5
Skills Athletics +10, Investigation +8, Survival +6
Condition Immunities Poisoned
Senses Darkvision 120 Feet , Passive Perception 13
Languages Dwarvish If your tribe deals with Duergar Often , Elvish If their tribe deals with Drow often. Tribes who serve the interests of Lolth will speak this by default over Orcish. , Orc, Undercommon Orc, Undercommon, Elvish
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (2/Day). If the Underkin War Master fails a saving throw, it can choose to succeed instead.

Adapted Lungs: Due to the Underkin War Master's new living conditions, they are able to withstand toxic environments. The War Master cannot be poisoned that originated by inhaling. 

Sunlight Sensitivity. While in sunlight, the Underkin War Master has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight 

Actions

Multiattack. The Underkin War Master makes three Maul attacks.

Maul Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Maul Attack  Name (Costs 1 Actions). The War Master may make one attack.

Gore (Costs 2 Actions). The Underkin War master may move 10 feet and impale them on its helmet. The target makes a Dex or STR (Its choice) or take 4d12 piercing damage on a failed save or half as much on a success. 

Brace (Costs 2 Actions). The War Master takes the Dodge Action.

Command Volley  (Costs 3 Action). any allied creatures that can hear the War Master can use their reaction to make a ranged attack.

Mythic Actions

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

Cultural Origin: In lands where Orc tribes are purged in preemptive strikes. Some tribes sought salvation in the underdark. Surface tribes comes to call them the Underkin. The bodies of orcs have adapted to their new environment. Skin becoming Albino white as well as high tension areas of their bodies developing callus padding.

Some surface chiefs have called into question how their bodies changed abnormally fast. But there are only theories. 

The Underkin War Master: Those in the warriors caste who survive the harsh struggles of the underdark are promoted to lead hordes of the whelps as they enter the warrior caste. 

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.

Monster Tags: ArmorOrchumanoid

Habitat: Underdark

ZeekTheGeek

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