Huge Monstrosity, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 88 (10d12 + 28)
Speed 50 ft., Swim 5 ft. Barkhide Gorthok can't swim for shit.
STR
20 (+5)
DEX
11 (+0)
CON
19 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
14 (+2)
Skills Athletics +21
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Thunder
Senses Darkvision 60 ft., Tremorsense, Passive Perception 10
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Relentless (Recharges after a Short or Long Rest). If Gorthok takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Pulse charge . Forgoing his multiattack, Barkhide Gorthok can charge with the aid of his pulse jets. If he travels more than 20-feet, each creature in his path must make a Dexterity saving throw DC 16. A creature takes 4d8 bludgeoning dmg on a failed save and travels 15 feet away from Barkhide Gorthok. If they are stopped by any object they take 1d8 dmg. On a successful save creatures take half damage and are not moved.

Actions

Multiattack. Gorthok makes two melee attacks (Thunder Tusks and Pulse Hooves) AND a Legendary action or it may forgo it's melee attacks for a Pulse charge (see Special Traits).

Pulse Hooves. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) lightning damage.

Thunder Tusks. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) thunder damage.

Pulse Charge (Recharge 6). Barkhide Gorthok shoots an arc of lightning from the glowing reactor in it's chest at one creature it can see within 100 feet of it. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Barkhide Gorthok takes 1 legendary action per turn, in order.

1-- Polarity change. Barkhide Gorthok discharges electricity through the air around him. Any creatures within 100ft gain a negative charge. Next polarity change is a positive charge. As a bonus action, Barkhide Gorthok can shock any negatively charged creatures, imposing a 1d6 against their next attack roll.

2 -- Attraction. Barkhide Gorthok charges itself with electrical energy. Any creature within 40 feet that is negatively charged is pulled toward Barkhide Gorthok at it's fastest movement speed. Any creature that is positively charged in the same space is pushed away from Barkhide Gorthok. If a creature is stopped by an object they take 1d6 dmg for every 10 feet they were pulled/pushed.

3 -- Discharge. Barkhide Gorthok discharges its electrical energy, drawing a Lightning bolt down on itself and any creature within 15 feet. Each creature must make a Dexterity saving throw DC 16. A creature takes 8d6 lightning dmg on a failed save, or half as much on a successful one. The lightning damage heals Barkhide Gorthok.

Description

Gorthok is a primal nature spirit that takes the form of a boar as big as an elephant, with lightning that dances along its tusks. Gorthok serves the will of Talos, god of storms, and can be summoned during stormy weather to do the bidding of Talos’s evil followers. Like its patron deity, Gorthok revels in destruction.

An'Tony Barkhide is the fast talking former heir of the Barkhide empire. Spurned by all he loved when his creation consumed him, he now seeks his own personal redemption while seeking to uncover more leads in the suspicious circumstances under which his family died. 

cosmosapian