Ironhide Flesh. - Gorash Skulltaker has DR/5 against Fire, Piercing and Slashing Damage and is immune to Bludgeoning and Force Damage.
Extra Attack. - You can attack twice whenever you take the Attack action on your turn.
War Priest. - When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature 2 times per long rest.
Great Axe. Melee Attack: +7 to hit, reach 5ft., (1d12 + 6) [Slashing] damage.
Rage and Spittle. The Black Urruk Captain roars with such force it can shatter wood and burst organs.
Ranged Weapon Attack: +8 to hit, range 25ft. Cone, (3d4 + 4) [Sonic] damage.
Battle Master. If Gorash is flanked and receives damage from behind, he reaches back, grapples the target and throws them up 1d6 x 5ft away.
Melee Attack: +8 to hit, reach 5ft., (1d6) [Bludgeoning] damage. Target is thrown 1d6 x 5ft away.
Description
This monstrous Orc warrior has culled a great swath of destruction throughout the lands of the Old World and beyond. Urruks follow the hulking warlord into the heart of battle where the best fighting is found. Clad in layers of iron and wielding massive weapons.
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.
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