Large Fiend (Orc), Chaotic Evil
Armor Class 30 Natural Armor
Hit Points 1000 (80d12 + 480)
Speed 60 ft.
STR
30 (+10)
DEX
24 (+7)
CON
22 (+6)
INT
18 (+4)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws STR +19, DEX +16, CON +15, INT +13, WIS +14, CHA +17
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 25
Languages Common, Orc
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Innate Spellcasting. The Avatar of Gruumsh's innate spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). The Avatar of Gruumsh can cast the following spells, requiring no material components:

At will: darkness, detect magic, detect poison and disease, dispel magic, hold person, lesser restoration, magic missile, protection from energy, ray of enfeeblement, shield, spiritual weapon

3/day each: animate dead, bestow curse, blight, contagion, fireball, flame strike, greater invisibility, ice storm, mass cure wounds, slow

1/day each: finger of death, power word stun

Actions

Multiattack. The Avatar of Gruumsh makes three greatsword attacks or two ranged attacks.

Greatsword. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 48 (6d10 + 10) slashing damage.

Javelin. Ranged Weapon Attack: +18 to hit, range 60/240 ft., one target. Hit: 24 (4d6 + 10) piercing damage plus 14 (4d6) lightning damage.

Whirlwind of Fury. The Avatar of Gruumsh makes a Greatsword attack against every creature within 10 feet of it, up to a maximum of six attacks. The Avatar of Gruumsh can then move up to its speed without provoking opportunity attacks.

Bonus Actions

Bonus Action: Gruumsh's Fury. The Avatar of Gruumsh makes one additional weapon attack.

Bonus Action: Orcish War Cry. The Avatar of Gruumsh lets out a deafening war cry, granting itself and all Orcs within 60 feet of it advantage on attack rolls until the end of its next turn.

Bonus Action: Champion of Gruumsh. The Avatar of Gruumsh chooses one Orc within 60 feet of it. That Orc gains advantage on all attack rolls it makes until the end of the Avatar's next turn.

Reactions
  1. Reaction: Counterattack. When a creature within 5 feet of the Avatar of Gruumsh misses it with a melee weapon attack, the Avatar can make a melee weapon attack against that creature as a reaction.

  2. Reaction: Shield Wall. When the Avatar of Gruumsh or any Orc within 10 feet of it is hit by a ranged weapon attack, the Avatar can use its reaction to interpose itself between the attacker and the target. The Avatar gains a +5 bonus to AC against the attack, and if the attack misses the Avatar, it automatically hits the Avatar's shield. If the attack hits the Avatar's shield, it deals no damage to the Avatar or the target, but the shield is destroyed. The Avatar of Gruumsh can use this reaction once per round.

Legendary Actions

The Avatar of Gruumsh can take 3 legendary actions, choosing from the options below:

Greatsword. (Costs 1 Action). The Avatar of Gruumsh makes one Greatsword attack.

Furious Charge. (Costs 2 Actions). The Avatar of Gruumsh moves up to its speed in a straight line and makes a Javelin attack against a target at the end of the charge. If the target is hit, it takes an additional 28 (8d6) lightning damage and must make a DC 27 Strength saving throw or be knocked prone.

Legendary Action: Roar of the Conqueror (Costs 2 Actions). The Avatar of Gruumsh unleashes a fearsome roar, causing all creatures within 60 feet of it to make a DC 27 Wisdom saving throw. On a failed save, a creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Additionally, the Avatar of Gruumsh gains temporary hit points equal to the total number of creatures affected by this roar. Once the Avatar of Gruumsh uses this legendary action, it cannot use it again until the start of its next turn.

Mythic Actions

Mythic Action: Eye of Gruumsh (Costs 3 Actions). The Avatar of Gruumsh targets one creature it can see within 120 feet of it. The target must make a DC 27 Wisdom saving throw or be charmed by the Avatar of Gruumsh for 1 minute. While charmed in this way, the target regards the Avatar of Gruumsh as a trusted ally to be heeded and protected. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Additionally, the Avatar of Gruumsh gains temporary hit points equal to the target's hit point maximum. Once the Avatar of Gruumsh uses this Mythic action, it cannot use it again until the start of its next turn.

Description

  1. Brutal Critical. The Avatar of Gruumsh deals an additional 2d6 damage on all critical hits it scores with a weapon attack.

  2. Fervor of the War God. The Avatar of Gruumsh is immune to being charmed or frightened, and it has advantage on saving throws against spells and effects that would paralyze or stun it.

  3. Hateful Presence. Any creature that starts its turn within 30 feet of the Avatar of Gruumsh and can see it must make a DC 27 Wisdom saving throw or suffer disadvantage on all attack rolls it makes until the start of its next turn.

  4. Legendary Resistance. The Avatar of Gruumsh can choose to succeed on any one saving throw it fails, up to three times per day.

  5. Unwavering Focus. The Avatar of Gruumsh has advantage on all attack rolls it makes against a creature that it has hit with a weapon attack on its previous turn. Additionally, it has advantage on Wisdom (Perception) checks made to detect hidden or invisible creatures within 60 feet of it.

Lair and Lair Actions

  1. Lair Action: Boiling Rage. The Avatar of Gruumsh causes the ground within 60 feet of it to shake violently. All creatures within the area must make a DC 27 Dexterity saving throw or be knocked prone. Additionally, all Orcs within the area gain advantage on attack rolls until the end of the Avatar's next turn.

  2. Lair Action: Summon Orcs. The Avatar of Gruumsh summons 1d6+2 Orc warriors to the battlefield. These Orcs appear within 60 feet of the Avatar and immediately act on the Avatar's initiative count. The summoned Orcs are loyal to the Avatar and will fight to the death to protect it.

  3. Lair Action: War Cry. The Avatar of Gruumsh lets out a mighty war cry, causing all creatures within 120 feet of it to make a DC 27 Wisdom saving throw or become frightened for 1 minute. Additionally, all Orcs within the area gain temporary hit points equal to the number of creatures affected by this War Cry.

The Avatar of Gruumsh can use one Lair Action per round, and only one Lair Action can be used at a time. The Lair Actions recharge at the start of the Avatar's turn.

Regional Effects:

  1. Orcish Presence. The area within 1 mile of the Avatar of Gruumsh's lair is haunted by the presence of Orcs. Non-Orc creatures within this area are subject to the frightful presence of Orcs, as described in the Monster Manual. Additionally, all Orcs within this area gain advantage on Wisdom (Survival) checks made to track creatures.

  2. Pillars of War. The ground within 500 feet of the Avatar of Gruumsh's lair is littered with the remains of ancient battles. These ruins take the form of broken pillars, shattered weapons, and other debris. Orcs within this area gain advantage on attack rolls and saving throws, as the very atmosphere of war imbues them with strength.

  3. Wounded Earth. The land surrounding the Avatar of Gruumsh's lair is scarred by the constant conflict that rages within. Non-Orc creatures within this area must make a DC 20 Constitution saving throw or suffer one level of exhaustion. Additionally, all spells that cause damage to the ground, such as earthquake or meteor swarm, have their area of effect increased by 50%.

These regional effects last as long as the Avatar of Gruumsh remains in the area. When the Avatar of Gruumsh is defeated, the effects fade over the course of 1d10 days.

 

Monster Tags: Orcfiend

Edael

Comments

Posts Quoted:
Reply
Clear All Quotes