Medium Humanoid (Orc), Chaotic Neutral
Armor Class 18 Natural armor
Hit Points 210 (20d12 + 4)
Speed 40 ft.
STR
22 (+6)
DEX
20 (+5)
CON
18 (+4)
INT
8 (-1)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws STR +11, DEX +10, CON +9
Skills Athletics +12
Damage Resistances Piercing, Slashing
Condition Immunities Charmed, Frightened
Senses Darkvision Darkvision - 60 ft., Passive Perception 15
Languages Common, Orcish
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Blood God's Disciple. Bloodmonger regains 20 hit points at the start of his turn if he has at least 1 hit point. If Bloodmonger takes necrotic damage, this trait doesn't function at the start of Bloodmonger's next turn.

Orcish Fatigue. Bloodmonger's body has been overexerted and needs a moment to heal. While in this state until the start of his next turn, he has disadvantage on attack rolls and Strength, Dexterity, and Constitution saving throws. His moment speed is reduced by half and can only make one weapon attack with his War Axe.

 

Actions

Multiattack. Bloodmonger makes three attacks, two with his greataxe and one with his war axe.

Greataxe. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 12 (1d12 + 6) Slashing damage plus 7 (2d6) Necrotic damage

Creatures must succeed on a Constitution saving throw, DC 16, or take additional necrotic damage and Bloodmonger is healed for the total necrotic damage dealt.

War Axe. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 6) Slashing damage plus 7 (2d6) Necrotic damage

Creatures must succeed on a Constitution saving throw, DC 16, or take additional necrotic damage and Bloodmonger is healed for half of the necrotic damage dealt.

Greataxe (Rage). Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 18 (1d12 + 6 + 6) Slashing damage plus 7 (2d6) Necrotic damage

Creatures must succeed on a Constitution saving throw, DC 16, or take additional necrotic damage and Bloodmonger is healed for the total necrotic damage dealt.

War Axe (Rage). Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 16 (1d8 + 6 + 6) Slashing damage plus 7 (2d6) Necrotic damage

Creatures must succeed on a Constitution saving throw, DC 16, or take additional necrotic damage and Bloodmonger is healed for half of the necrotic damage dealt.

Bonus Actions

Orcish Rage. As a bonus action Bloodmonger goes into a primal Orcish rage. While in this rage state Bloodmonger gains the following for 1 minute or until incapacitated:

  • Resistant to bludgeoning damage
  • Immune to slashing and piercing damage
  • Advantage on all Strength saves and checks
  • Deals additional damage equal to his Strength modifier
  • Increases his speed by 10 feet.

If Bloodmonger fails to deal damage by the end of his turn while raging, he enters Orcish Fatigue.

Reactions

Retaliate. As a reaction Bloodmonger gives an enemy advantage on their next melee attack against him. If the attack hits Bloodmonger during this time he makes an attack back at advantage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Bloodmonger is a larger than average orc with a tendency for violence. After slaying his chieftain in a duel to the death, he left his clan rather than ruling it due to believing them to be too weak. He wandered the barren wastes of his homeland defeating wild and dangerous creatures in the hope of finding a worthy opponent. He was met with disappointment around every corner. Eventually losing and almost succumbing to death at the hands of a powerful fire elemental who walked a similar path. She spared him see him potential and he vowed to become strong enough to defeat her in battle. However, he needed to become stronger and his Orcish body faced many limitations. So, he vowed his life to the God of Blood in an attempt to spill enough in battle to appease this daunting entity. With its blessing, Bloodmonger was truly born and given the capability of fighting long battles without succumbing to damage that would fell the mightiest of warriors. He continues growing more powerful and hopes to find the one that humbled him so long ago.

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.

FidelisInferno

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