Large Fiend (Demon, Orc), Typically Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 220 (21d10 + 105)
Speed 60 ft.
STR
26 (+8)
DEX
13 (+1)
CON
20 (+5)
INT
11 (+0)
WIS
27 (+8)
CHA
18 (+4)
Saving Throws STR +14, CON +11
Skills Animal Handling +14, Intimidation +12, Nature +6, Perception +14, Survival +14
Damage Resistances Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Poison, Slashing, Thunder
Senses Darkvision 60 ft., Truesight 60 ft., Passive Perception 24
Languages Abyssal, Celestial, Infernal, Orc
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. Yrkefir has advantage on saving throws against spells and other magical effects.

Agaliarept's Fury. Yrkefir deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

Divine Strike. Once on each of Yrkefir's turns when he hits a creature with a weapon attack, Yrkefir can infuse that strike with divine energy, causing the attack to deal an extra 8(2d8) cold, fire, or lightning damage (Yrkefir's choice) to the target.

Divine Being. Yrkefir can’t be surprised and can’t be changed into another form against his will.

Legendary Resistance (2/Day). If Yrkefir fails a saving throw, he can choose to succeed instead.

Unusual Nature. Yrkefir doesn’t require air, food, drink, or sleep.

Actions

Multiattack. Yrkefir makes one Bite attack and one Spear attack, alternatively he can replace one of these with a use of his spellcasting feature.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) piercing damage.

Spear. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 16 (1d6 + 8 plus 1d8) piercing damage, or 17 (2d8 + 8) piercing damage if used with two hands to make a melee attack.

Spellcasting. Yrkefir casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 22):

At will: druidcraft, enhance ability (Bull's Strength only), thaumaturgy

3/day: speak with animals, dispel magic, lesser restoration, revivify, hold person

1/day each: banishment, storm of vengeance, tenser's transformation

Dominate Animals and Plants.  Each beast or plant creature that can see Yrkefir within 30 feet of himself must make a DC 22 Wisdom saving throw. If the creature fails its saving throw, it is charmed by Yrkefir for 1 minute or until it takes damage. While it is charmed by Yrkefir, it is friendly to him and other creatures he designates.

Bonus Actions

Aggressive. Yrkefir moves up to its speed toward an enemy that it can see.

Master of Nature. While creatures are charmed by his Charm Animals and Plants feature, Yrkefir can take a bonus action on his turn to verbally command what each of those creatures will do on its next turn.

Reactions

Unbridled Fury. In response to being hit by a melee attack, Yrkefir can make one Bite or Spear attack with advantage against the attacker.

Legendary Actions

The Avatar of Yrkefir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Avatar of Yrkefir regains spent legendary actions at the start of its turn.

Detect. Yrkefir makes a Wisdom (Perception) check.

Plane Shift (Costs 2 Actions).  Yrkefir casts the plane shift spell.

Teleport. Yrkefir teleports to an unoccupied space he can see within 30 feet of him.

Description

On the world of Adermielm In 10 023 B.B, a goblinoid cult known as the Asheyasheyans created the first orc by summoning their master, a powerful fiendish lord known as Agaliarept, and having him breed with a captured human woman. The resulting offspring became Osokar, king of the orcs. Osokar, also known as Ooskar, Bosokar, Oskoar and Usukar, was not only the first orc but also a demigod and a pure force of destruction. He stood over nine feet tall and weighed over 520 pounds. Osokar grew up to become the leader of the asheyasheyans, and fathered over a thousand children with goblins, humans and giants. His children grew up to become the first orcish legion.  

Many years later, after much conflict, most of the few orcish gods having been slain by the other gods of that world, one of the few surviving yet scattered gods is Yrkefir, orcish god of hunting, predators, the wild and wrath. He is mostly associated with tigers and spears. Though a lesser deity he is worshipped by roughly 545 000 orcs and other species living in and around the Jungle of Istos.

Yrkefir is often spoken of as a lone Wolf or a single hunter, which is only half true. The orcs that worship him view him as a leader or a chieftain, the captain of the hunt. Yrkefir doesn’t have any notable relationships with other deities, most of his followers tend to either not know much about other gods or if they do view them as false deities or evil deities, largely due to how scattered and ununited the orcs of that world are, each often not knowing or worshiping the few orcish gods they have. It is mentioned that Yrkefir has a few children who are revered as divine heroes by his followers, but none of these are true deities.

Personality wise Yrkefir would best be described as without most emotions, excluding anger, pride and desire. He was once driven by a hunger for power and immortality, but since becoming a god Yrkefir now mainly seeks to lead his orc followers to dominance within the jungle of Istos.

Yrkefir enjoys hunting, and it is rumored that Yrkefir occasionally appears on the prime material plane as a large orc to wander the jungle and hunt down prey. When doing so Yrkefir expects to be revered and venerated by his followers. While not on these hunts among his followers however Yrkefir cares little for veneration. Then he wants his followers to battle worshippers of other gods, explore the jungle, obey his decrees and above all hunt the largest and most dangerous prey possible. In addition, whenever an orc hunts down their prey, Yrkefir demands that it’s skull must be sacrificed to him.

Monster Tags: NPCMisc CreatureOrc

Habitat: ForestSwamp

Scarletsteam

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