Arachnophobia. If Zugor perceives an arachnid, they will take the flee action for 10 rounds.
Unbreakable. Cannot be intimidated.
Iron Will. Cannot be persuaded.
Curse Master. A character damaged by Zugor's cursed weapon must make a wisdom saving throw (DC 18) if they are not already cursed. On a failed saving throw, the character takes an extra 1d8+4 necrotic damage from all of Zugor's attacks for 1 minute. A character reduced to 0 HP by Zugor's Cursed Spear will immediately gain the feat "Banished from Death".
Decoys. Travels with 1d4 decoys. A decoy looks identical to Zugor but has the stats of a standard orc. A decoy can be detected with a DC 20 Investigation check.
Nemesis. When Zugor reaches 0HP, roll saving throws on his turn. A successful save is DC 10. Three successful saves means that Zugor is stabilized. After 1 hour Zugor can get himself back up (DC10). Zugor rolls an extra 1d4 damage when attacking for each time he has successfully stabilized.
Flee. Moves away from threat using full movement speed +50%
Cursed Spear. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 7) piercing damage.
Description
Orcs are burly raiders with prominent lower canines that resemble tusks. They gather in tribes that satisfy their bloodlust by slaying any humanoids that stand against them.
Previous Versions
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