Large Humanoid (Orc), Any Alignment
Armor Class 15
Hit Points 160 (26d12)
Speed 25 ft., He is a big man with a big gun, do not let his slightly slower speed fool you, he is a major threat
STR
20 (+5)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws CON +6, CHA +3
Skills Athletics +5, Intimidation +5
Damage Resistances Bludgeoning
Condition Immunities Frightened
Senses Tremorsense 10ft, Passive Perception 13
Languages Common, Draconic, Goblin, Orc
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Irregular Build


 Irregular Build: Creatures with this are 1 size larger than normal (In this case Large) and can use 2 handed weapons with 1 hand

 

Actions

Multi-Burst Fire Attack. Each round uses the Burst Fire mechanic twice to target 2 locations, can not be the same areas and must have line of sight. Or, a Shield Bash attack

HMG Suppressive Fire. Burst Fire Attack Only, range 150/600 ft. Hit: 16 [roll]2d12+4[/roll] [Piecing] damage.

Shield Bash. Melee Weapon Attack: +6 to hit, Range 5 ft. Hit: 10 [roll]1d6+6[/roll] Bludgeoning, Must Succeed a DC 15 Dex Save or be knocked Prone and back 20 ft

Reloading. Ammo has its limits, magical or not, Each burst fire uses 10 rounds of ammo, and this HMG has only 100 rounds available, once out of ammo they must take the action to reload but gets to toss the Magical Grenade as a bonus Action

Reactions

Hunker Down. Moving behind his ballistic shield, grants a temporary +5 to AC for 1 round against Ranged Attacks (No effect on melee)





Legendary Actions

Magical Grenade. Tosses a magical grenade that has a random effect chance, Roll a [roll]1d4[/roll] to decide on the list below


  1. Magic Smoke. Magic Smoke lasts until the start of the throwers next turn, covers a 20 ft cube, all creatures within are effectively blinded until they leave the smoke screen, but attacks against them act as Full Cover
  2. Magic Fragmentation.  Fires [roll]1d4[/roll] Magic Missile attacks at nearby enemies, can only target 1 missile per creature, deals [roll]1d4+1[/roll] Force damage
  3. Magic Flame. Creates a 10ft cube of fire, Creatures nearby must make a DC 13 Dex Save or take [roll]1d6+3[/roll] Fire Damage
  4. Magic Concussive. Magical Concussive grenades have a 20ft Radius Sphere, creatures in range must make a DC 14 Con Save or take [roll]3d4[/roll] Force Damage and suffer the Deafened condition for [roll]1d4[/roll] rounds and lose their Reaction until the end of their next turn, on a save take half damage and no additional effect
     
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

Enter a general description for your monster here.

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.

Vizta