Fearless. Urgals have advantage on saving throws against being frightened
Stench. Any creature that starts its turn within 5 ft. of the Urgal must succeed on a DC10 constitution saving throw or be poisoned until the start of their next turn. On a successful saving throw, the creature is immune to the stench for the next 24 hours.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Greatclub. Melee Weapon Attack: +2 to hit, reach 5 ft., one target Hit: 9 (1d8) bludgeoning damage.
Description
The Urgals are a race of large smelly ram-horned warmongers. Their skin is thick and scaly with a dark green tone not unlike that of the pine forest in which they live. They wreak of filth and love to challenge others to a battle of might. Whenever the chief of an Urgal clan is challenged by another Urgal, they lock horns and battle until one of their horns snaps.
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