Special Trait Name. Enter the description for your special trait.
Spellcasting. Aukst Durgotbane is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Aukst Durgotbane has following Warlock spells prepared:
Cantrips (at will): Lightning Lure (3D8), Primal Savagery (3D10), Thunderclap (3D6)
3rd level (3 slots): Arms of Feaster from Afar (10ft, 4d6 Necrotic), Expeditious Retreat, Ray of Enfeeblement, Cloud of Orc Teeth (5ft cube w/in 60ft)(6D4 Slashing), Misty Step, Hunger from Afar (20ft sphere w/in 150ft)(Difficult Terrain, Blinded)(start of turn - 2d6 Cold, end of turn - 2d6 Acid)
Multiattack. Aukst makes three melee attacks. Alternatively, he can make 1 melee attack and 1 spell attack (cantrip only).
Dawrfsplitter. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d8 + 6) slashing damage, and 1d8 cold damage. If the target is a Dwarf, target makes a CON save DC19, on failure target gains the paralyzed condition, on three consecutive saves target cannot be affect by this for the next 1d12 months.
Legendary Resistance. Aukst can decide to succeed on a failed saving throw. He can do this 3 times before a long rest.
Blood Frenzy. When an amount of damage would reduce Aukst to 0, he instead makes a CON save vs 10 or 1/2 damage from that attack, whichever is higher. On a success Aukst is instead reduced to 1 HP and he receive Advantage on all melee Attack rolls. Aukst can only take melee attack actions and movements towards hostile creatures until HP is restored above 1.
Inspiring Leader. Any ally within 150ft that can see Aukst gains conditions of the Bless Spell while Aukst's HP is above 75% of total. At bloodied conditions, all allies that can see Aukst gain conditions of the Bane Spell.
Expert Parry. As a reaction reduce melee damage by D10+6.
Riposte. As a reaction to a missed melee attack, make 1 melee attack.
Aukst Durgotbane gets 3 legendary actions that refresh at the begging of each of his turns.
Action Surge (1# Action). Take an action immediately after a hostile creature's turn, and on if that creature's turn is not immediately before Aukst's turn.
Inspire Fanatics (1# Action). Any 1 Orog Guards within 30ft uses their reaction to move up-to their base walk speed and make 1 melee attack.
Disarming Defense (2# Action). Aukst violently swings his Axe to deflect an incoming melee attack within 5ft, and makes an attack, on a successful hit, Aukst disarms attacker and sending their weapon 10ft away.
War Cry (2# Actions). All allies and foes within 600ft hear Aukst Durgotbane's call to arms. Allies receive 15 temporary Hit Points, Advantage on Attacks until damage is taken, 10 extra feet of movement, and Advantage on next saving throw. Foes make a WIS DC13 saving throw, success nothing happens, failure and foe suffers Disadvantage on all Attack rolls, Skills checks, and Saving throws, any target of foes magic has Advantage on Saving throws against. Effects end when damage is taken from a hostile source, obtain the Unconscious condition, or end of combat.
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
Aukst Durgotbaone is a revered champion of the Cold-North Orcs. Having waged many victories and slaughtered many foes, Aukst stands shoulders and heads above all other Orcs. His yellow-ocher armor glistens with the oil and blood. His tusks frostbite and sharp, stained with countless battles. His grey white hair falls amongst his fur-lined yellow cloak. Hands scared and broken rest on the hilt of a Greataxe, with a sickly green-metal blade, frozen in perpetual swings against weaker challengers.
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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