Medium Humanoid (Orc), Chaotic Neutral
Armor Class 17 Half-plate, shield
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +7, WIS +5
Skills Intimidation +6, Religion +3, Survival +5
Damage Resistances Fire, Psychic
Gear Ashreaper Greatblade, Embertooth Pendant
Senses Darkvision 60', Passive Perception 12
Languages Common, Ignan elemental dialect, Orc
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Relentless Endurance (1/Day).
When Grusk is reduced to 0 HP but not killed outright, he can drop to 1 HP instead.

Ancestral Flamebrand.
Any weapon Grusk wields is considered magical and deals +1d6 fire damage on a hit.

Aura of Ancestral Fury. (Recharge 5–6)
As a bonus action, Grusk releases a pulse of fiery spirit energy. Enemies within 10 ft. must make a DC 14 Wisdom saving throw or have disadvantage on attack rolls until the end of their next turn. Allies within the aura gain +2 to damage rolls during that time.

Actions

Fire-Touched Greatblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 4) slashing damage + 6 (1d6 + 3) fire damage.

Ignite Vow (1/Day).
Grusk channels ancestral wrath into his blade. Until the end of his next turn, all attacks he hits with ignite the target, dealing 2d6 fire damage at the start of their turns for 1 minute or until they use an action to douse the flames.

Command the Flamebearers (Recharge 6).
Grusk shouts a war command. Up to 3 allies within 30 ft. may immediately move up to half their speed and make a weapon attack as a reaction.

Bonus Actions

Stoke the Flame (Recharge 4–6).
Grusk regains 10 HP and sheds bright light in a 20-foot radius. Until the start of his next turn, creatures that hit him with melee attacks take 1d6 fire damage.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Grusk can take one legendary action at the end of another creature’s turn.

Smoldering Glare. A creature within 30 feet must succeed on a DC 14 Charisma saving throw or be frightened until the end of its next turn.

Mythic Actions

Mythic Action Name. 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

Grusk Gadma towers at just over 6½ feet, his ashen-gray skin crisscrossed with faint tribal scars and ember-red tattoos that glow when he calls upon his ancestral magic. Broad-shouldered and powerfully muscled, he wears half-plate forged from blackened steel and volcanic glass, with a scorched-war banner cloak draped over one arm. His piercing amber eyes burn with fierce resolve beneath a heavy brow, and his coarse black hair is pulled back into a topknot bound by charred bone beads.

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.

Monster Tags: Orchumanoid

Treasure:  Any

Skramble

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