Ironhide Flesh. - Gorash Skulltaker has DR/5 against Fire, Piercing and Slashing Damage and is immune to Bludgeoning and Force Damage.
Sorcery Points. - You have 6 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Twinned Spell. - When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
Quickened Spell. - When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Battle Axe. Melee Attack: +5 to hit, reach 5ft., (1d8 + 3) [Slashing] damage
Spellcasting. The Urruk Shaman is a 6-level Sorcerer. Its spellcasting ability is Charisma (spell save DC 16, +6 to hit with spell attacks). The Urruk Shaman has following Sorcerer spells prepared:
1st level (6 Casts): Ice Knife, Armor of Agathys, Chromatic Orb (Ice)
2nd level (4 Casts): Freezing Ray, Wall of Ice
3rd level (3 Casts): Cone of Cold, Ice Storm
4th level (2 Casts): Freezing Sphere
Battle Master. If the Urruk is flanked and receives damage from behind, he reaches back, grapples the target and throws them up 1d6 x 5ft away.
Melee Attack: +4 to hit, reach 5ft., (1d6) Bludgeoning damage. Target is thrown 1d6 x 5ft away.
Description
The Black Urruck Shaman is a commanding orc figure, clad in battle-worn, fur-lined armor. His ashen-gray skin bears ritual scars and glowing blue runes. Long, jagged tusks jut from his lower jaw, and his intense, icy-blue eyes burn with power. Draped in a frost wolf fur cloak adorned with bone talismans, he wields a gnarled staff, its frozen crystals resonating with his magic. With an aura of chilling authority, the shaman commands blizzards and freezing winds, a living embodiment of the harsh, unforgiving ice.
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.
Previous Versions
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1/21/2024 2:53:14 PM
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Coming Soon
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