Medium Humanoid (Orc), Lawful Evil
Armor Class 22 (Plate + shield)
Hit Points 145 (10d12 + 80)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
26 (+8)
INT
18 (+4)
WIS
19 (+4)
CHA
14 (+2)
Saving Throws CON +12
Skills Athletics +2, Intimidation +6
Damage Vulnerabilities Poison
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Marauder. Uruks with a love of pillaging and loot, marauders adorn their armor and weapons with gold and other precious metals.

Tank. A powerful, heavy fighter able to absorb untold amounts of damage, and heal himself during a battle throw sheer willpower alone.

Thick-Skinned. Has greatly increased health, and resistance to nonmagical piercing, bludgeoning, and slashing damage.

Iron Will. The captain cannot be charmed, has advantage on saving throws against being frightened, and resistance against psychic damage.

Sickly. The captain has vulnerability to poison damage, and disadvantage on saving throws against being poisoned.

Death-defying (1/day). If the captain is reduced to 0 hit points, he must perform a DC 18 Constitution saving throw. On a failed save, the captain dies or is incapacitated, depending on whatever reduced him to 0 hit points. On a successful save, the captain heals 100 hit points.

Actions

Polish off, polish up! (Recharge 11-12) The captain performs 6 marauder crossbow attacks, all targeting one target.

Glaive. Melee Weapon Attack: +7 to hit, range 10 ft., 1 target. Hit: 18 (2d12 + 5) slashing damage.

Shield Bash. Melee Weapon Attack: +7 to hit, range 5 ft., 1 target. Hit: 10 (2d4 + 5) bludgeoning damage. The target must succeed a DC 13 Constitution saving throw or be stunned.

Throwing Axe. Ranged Weapon Attack: +7 to hit, range 10/40 ft., 1 target. Hit: 8 (2d4 + 3) slashing damage.

Marauder Crossbow. Ranged Weapon Attack: +7 to hit, range 30/200 ft., 1 target. Hit: 12 (2d8 + 3) piercing damage. The target must succeed a DC 12 Constitution saving throw or be stunned.

Fortify (recharge 5-6). The captain takes cover behind his shield, granting +2 AC against the next attack. Additionally, any medium or smaller creature directly behind the defender cannot be targeted by any attack made in front of the defender.

Determination (recharge 9-10). The captain heals himself through sheer willpower alone. Over the course of 1 round, the captain heals himself by 4d4 + 8 hit points for every creature's turn. While regenerating, the captain cannot take any other actions. If the captain is damaged while regenerating, he must succeed on a DC 20 Constitution saving throw or be interrupted and stop regenerating. Otherwise, the captain stops regenerating at the start of his next turn.

Bonus Actions

Shield Wall. If another defender performs fortify within 5 ft. of the captain, the captain can also perform fortify as a bonus action.

Reactions

Retaliation. If fortify is active, and the next melee attack against the captain fails to hit, the captain can choose to perform a shield bash targeting the attacker.

Description

Crafted and bred to serve the Dark Lord Sauron, Uruk-hai are a mix of orc, goblin, and human and arguably the deadliest breed of orc. Despite not being as hardy as their raiding and pillaging brethren, Uruk-hai are far more dexterous and intelligent, and are usually obedient to whoever is commanding them, and not nearly as chaotic as orcs. Their bodies are far more human-like than orcs', and they lack the prominent tusks that orcs have. Despite being far more disciplined, Uruks are still much like orcs in their love of killing and respect for strength and strength alone.

Uruk Captains. Uruk Captains are Uruks who have clawed their way up the ranks and to a position of power. As such, Uruk Captains are hardier, deadlier, and stronger than their brethren. Any Uruk can become a captain, meaning that Uruk Captains are incredibly diverse. This stat block should not be used to determine every Uruk Captain, rather to provide an example of what a captain's stat block should be. They can be any type of Uruk, warrior, archer, hunter, savage, or defender. This stat block represents a defender marauder tank captain.

PaladinGlyph

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