Medium Or Small Humanoid, Neutral
Armor Class 12
Hit Points 15 (2d8 + 4)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
7 (-2)
WIS
11 (+0)
CHA
10 (+0)
Senses Passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Choose One:

Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Aggressive. As a bonus action, the fierce can move up to its speed toward a hostile creature that it can see.

Bloodied Frenzy. While Bloodied, the fierce has Advantage on attack rolls and saving throws.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Description

[A better replacement for the orc in 2024. I used the Tough as a template. There is currently no way to change their gear. When they fix that I'll make an updated version.]

Fierce might work in groups at the direction of a leader, or individual fierce might bully weaker folk into doing what they say.


Fierce

Raiders, belligerents, and thugs, fierce rely on their physical strength to intimidate foes. They might be brawny criminals, rowdy tavern goers, seasoned warriors, or anyone who uses their muscle to get what they want.

Habitat: Any

latyper

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