| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 16 | +3 | +3 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 12 | +1 | +1 |
| CHA | 12 | +1 | +1 |
Phase Switch. Gurtogg Bloodboil starts in phase 1. The Phase Switch is commanded by the use of the Fel Rage Reaction. The phases will change the ability that Gurtogg BloodBoil and his lair does.
When switching into phase 2, Gurtogg Bloodboil will reach at any costs the Fel Rage target. The phase will last 2 round.
When switching into phase 1, Gurtogg Bloodboil will return to the previously attacked target (before switching into phase 2). This phase will last until 2 Bloodboil Lair actions are used.
Legendary Resistance (3/Day). If Gurtogg Bloodboil fails a saving throw, it can choose to succeed instead.
Ready to Fight. Gurtogg Bloodboil has advantage on initiative rolls.
Multiattack. Gurtogg Bloodboil makes three attacks by the lists below depending by the phase. At least one from the general actions, the others from the specific phase actions.
When under Fel Enrage (see Fel Rage Reaction) the attacks become four.
General
Attack. Melee Weapon Attack: +11 to hit, 5 ft reach, one creature. Hit: Gurtogg Bloodboil, attacks the nearest target that has dealt the highest damage with his weapon doing 20 (3d10+5) slashing damage.
Arcing Smash. Melee Weapon Attack: +11 to hit, multiple target, 5ft reach. Hit: Gurtogg Bloodboil, attacks cleave the targets in a cone in front of him doing 17 (3d8+5) slashing damage to all of them. This action cannot be used in the next turn.
Phase 1
Acidic Wound: Melee Weapon Attack: +11 to hit, 5 ft reach, single target. Hit: Gurtogg Bloodboil, attack a target doing 20 (3d10+5) acid damage. In the case of an hit, the target must also do a DC 16 Dexterity saving throw, getting -4 AC and being poisoned by 12 (3d8) posion damage for five turns (damage applies at the end of the player's turn) on a failed save, or evading the altered conditions on a successful one.
Phase 2
Fel Arcing Smash. Melee Weapon Attack: Replaces the general action Arcing Smash. +11 to hit, multiple target, 5ft reach, 15ft range cone area. Hit: Gurtogg Bloodboil, attacks cleave the targets in a cone in front of him centered on the target that has the Fel Rage debuff, doing 20 (3d10+5) slashing damage to all of them. Also the targets will have the heals received halved for 1 turn (ends on Gurtogg Bloodboil next turn).
Dash. Gurtogg Bloodboil can perform the Dash action as a bonus action.
Fel Rage: as soon as the Gurtogg Bloodboil's Lair casts the second Bloodboil, Gurtogg Bloodboil will enrage changing the behaviour of some of his actions due to the Veil that erupts violently from his body. It chooses a target randomly (160ft range). That target and Gurtogg Bloodboil gains the Fel Rage buff forcing Gurtogg Bloodboil to run towards it. This buff ends at the end of Gurtogg Bloodboil's second turn and for its duration will alter the target giving:
- +100 maximum HP (recovering the difference, i.e. 60/80-->160/180)
- +4 AC
- all direct damage roll attack done by the target (excluding class ability, dot as for example fire rune, rage, divine smite...) will increment by 2d12 necrotic
- all healing done to the target is doubled (includes spells, actions, potions, etc...)
- the target is under the effect of Enlarge spell
- all damage infilcted by Gurtogg Bloodboil to the target is doubled
Also Gurtogg Bloodboil gain the following buff from Fel Enrage for the duration of the Fel Rage:
- Gurtogg Bloodboil will focus only against the Fel Rage target, all his action wil have the Fel Rage target as main target
- Gurtogg Bloodboil gets resistance from all the type of source of damage
- Gurtogg Bloodboil heals himself for 32 (8d6+8) hit points
If the target dies (failing all death saving throw) or becomes invulnerable (under the effect of Invulnerability, teleportation to another Plane for more than two turns, Force Cage spell ...) the effects of Fel Rage ends immediately and the fight returns to the phase 1.
At the end of the Fel Rage, all bonuses to the target and to Gurtogg will be removed (for Fel Rage target health i.e. from above 70/180 --> 1/80).
Total 2 actions per turn.
General
Acid Breath (Costs #2 Actions). Breath Weapon Attack: multiple target, 30ft cone area. Hit: all the targets in range must make a DC 16 Constitution saving throw, taking 16 (4d8) acid damage and being poisoned by 12 (3d8) poison damage for three turns (damage applies at the end of the player's turn) on a failed save, or half the damage and not being poisoned on a successful one. If the target already suffer from Acidic Wound poison damage, the conditions will stack.
Phase 1
Bewildering Strike (Costs #1 Action): single target. Hit: the target in melee range must make a DC 18 Dexterity saving throw, getting frightened by Gurtogg Bloodboil for one turn (ends on the next Gurtogg Bloodboil's turn) on a failed save, not getting the frightened condition on a successful one.
Eject:(Costs #1 Action): single target. Hit: the target in melee range must make a DC 18 Strenght saving throw, getting prone and halving the movement speed on a failed save, not getting prone on a successful one.
Phase 2
Fel Acid Breath (Costs #1 Action). Breath Weapon Attack: Replaces the general action. target that has the Fel Rage debuff, 30ft cone area. Hit: all the targets in range must make a DC 20 Constitution saving throw, taking 20 (4d10) acid damage and being poisoned by 16 (4d8) poison damage for three turns (damage applies at the end of the player's turn) on a failed save, or half the damage and not being poisoned on a successful one. If the target already suffer the poisoned condition from Acid Breath, the condition will be overwritten by the Fel Acid Breath poisoned condition. If the target already suffer from Acidic Wound poison damage, the conditions will stack.
Description
Gurtogg Bloodboil is an orc, slave of Illidan Stormrage and is supposed to keep the souls of the Light abitants of the Black Temple. Normally is the fifth boss of the Black Temple but can switched equally with Teron Gorefiend, Shade of Akama or Reliquiary of Souls. The fight is divided into two phases, that repeats continously. All his attack are considered as done by magical weapons.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Gurtogg Bloodboil's takes a lair action to cause one of the following effects:
- Bloodboil: Only executable during phase 1. Gurtogg Bloodboil's lair select both the nearest and the farthest target from Gurtogg Bloodboil (2 target maximum). The target must do a DC 24 Constitution saving throw, getting a debuff due to their blood that is boiling inside their veins that will do 12 (6d4) fire damage for two turns at the beginning of target's turn. But if the target is already affected by Bloodboil, it gets instead 24 (4d12) necrotic damage. Debuff or direct damage is applied only on a failed save, none of this happens on a successful one. Bloodboil debuff can be removed only by any spell or effect that will do Cold damage to the target.
- Acidic Gyser: Only executable during phase 2. Gurtogg Bloodboil's lair cast a volcanic eruption of veil from the target affected by Fel Rage. This cause in a 5ft circular area 30ft high from the target, 20 (4d10) fire damage to the target and any creatures around it (Gurtogg Bloodboil included).
Regional Effects
The region containing a legendary Illidan Stormrage’s lair (Black Temple) is wicked by his evil power, which creates the following effects:
- There is an everlasting night
- Some violet thunder will be created out of nowhere hitting items for 4 (1d8) lightning damage. The items cannot be destroyed by the thunder. Can hit also creature that stands near or on top of the items, but not the various demons in the region. Only works outdoor.
If Illidan Stormrage dies, these effects fade over the course of 2 years.
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Posted Feb 11, 2026Changelog: