Medium Humanoid (Dwarf), Any Alignment
Armor Class 17 Barkskin, otherwise 14
Hit Points 75 (7d8 + 12)
Speed 40 ft., Climb 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
17 (+3)
CHA
13 (+1)
Saving Throws STR +6, DEX +4
Skills Athletics +3, Perception +4, Stealth +3, Survival +4
Damage Resistances Poison
Senses Darkvision 60 ft., Passive Perception 17
Languages Common, Dwarvish
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Dwarven Resilience. The dwarf has advantage on saving throws against poison.

Panther. You have a Climb speed equal to your Walking speed.

Alert. You have advantage on initiative rolls.
- Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.

Danger Sense.  You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.

Innate Spellcasting. Your innate spellcasting ability is Wisdom. Your Spellcasting modifier is +8 and your spell save DC is 16. You can innately cast the following spells, requiring no material components:

Unlimited: beast bond, druidcraft, thorn whip

3/day each: barkskinentangle, hunter's mark, goodberry, jump, pass without trace, speak with animals, thunderwave

1/day each: beast sensedust devilearthbind

Actions

Multiattack. Grendor can use two weapon attacks each turn. You can use a spell instead of one of the two attacks.

Blowgun. +8 to hit, reach 5 ft or 20/60 ft. Damage: 1d6+4 piercing. If you hit a creature with a Blowgun and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Greataxe. +9 to hit, reach 5 ft. Damage: 1d12+8 slashing damage. If you hit a creature with a melee attack roll using a Greataxe, you can make a melee attack roll with the Greataxe against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the Greataxe’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Knuckle Punch. +8 to hit, reach 5 ft. Damage: 1d6+3. If you hit a creature, every consecutive time you hit the same enemy, your damage die becomes one size larger: 1d6 > 1d8 > 1d10 > 1d12. After the 1d12, the damage goes up by two each time: 1d12+3 > 1d12+5 > 1d12+7 etc.
While you are raging and hit an enemy twice with a Knuckle Punch for your Multiattack, you may make a third Knuckle Punch attack as a bonus action.

Bonus Actions

Spellcasting: Jump

Primeval Rage. (4/long rest). Your Rage taps into the primal power of animals. 
- Instinctive Pounce. As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.
- Damage Resistance. You have Resistance to every damage type except Force, Necrotic, Psychic and Radiant.
- Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a +4 bonus to damage.
- Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
- No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.


Duration. The Rage lasts until the end of your next turn. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Take a Bonus Action to extend your Rage.

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Habitat: ForestMountain

Brian2020

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