Medium Aberration (Hobgoblin), Lawful Evil
Armor Class 20 Studded Leather + Feral Fortitude
Hit Points 600 (40d12 + 340)
Speed 40 ft.
STR
18 (+4)
DEX
24 (+7)
CON
24 (+7)
INT
18 (+4)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws STR +13, DEX +16, CON +16, INT +13, WIS +14, CHA +12
Skills Animal Handling +15, Intimidation +13, Perception +23, Stealth +17, Survival +15
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Unknown Lifesense 1 Mile, Passive Perception 33
Languages Common, Draconic, Goblin
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If Ur-Grak fails a saving throw, he can choose to succeed instead.

Magic Resistance. Ur-Grak has advantage on saving throws against spells and other magical effects.

Reality Anchor. Ur-Grak cannot be wished out of existence, banished, or imprisoned by any magical or nonmagical means.

Void-Tainted Hunter. Ur-Grak's connection to the Void grants him unique traits. His attacks are considered magical. At the end of each of his turns, the damage dice for all his attacks increases by one. All of his attacks are considered critical hits and deal maximum damage. All of his attacks inflict the Incapacitated condition.

Feral Prowess. Ur-Grak has advantage on initiative rolls and cannot be surprised. His primal instincts make him keenly aware of his surroundings.

Precision Sniper. Ur-Grak's ranged weapon attacks score a critical hit on a roll of 19 or 20. When Ur-Grak scores a critical hit with a ranged weapon attack, he can roll two additional weapon damage dice for the attack (instead of one).

Martial Advantage (Improved). Once per turn, if Ur-Grak hits a creature with a weapon attack and that creature is within 5 feet of an ally of Ur-Grak that isn't incapacitated, Ur-Grak can deal an extra 42 (12d6) damage to the creature.

Apex Tamer. Ur-Grak has a powerful telepathic bond with one (up to three) Tarrasque and up to three Voidwoken within 10 miles. He can command them using his bonus action or legendary actions, provided they are within his line of sight. They obey his commands to the best of their ability. If a bonded Tarrasque or Voidwoken is reduced to 0 hit points, Ur-Grak suffers 50 (10d10) psychic damage.

 

Aura of Erasing. Ur-Grak has a reality-erasing aura with a range of 100 ft. Any magical constructs or creatures summoned by a spell that start their turn within the aura are destroyed. Within this aura, all damage immunities of his enemies are negated. No creature can be healed while inside the aura.

Actions

Multiattack. Ur-Grak makes two attacks with his Void Bow or two attacks with his Void-Warped Knife.

  • Void Bow. Ranged Weapon Attack: +17 to hit, range 600/2400 ft., one target. Hit: 17 (2d6 + 10) piercing damage plus 10 (3d6) force damage.

  • Void-Warped Knife. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) piercing damage plus 21 (6d6) necrotic damage. If Ur-Grak hits a creature with two Void-Warped Knife attacks on the same turn, that creature's movement speed is halved until the end of its next turn.

  • Will of the Apex (1/Day). Ur-Grak stares intently at one Tarrasque he can see within 60 feet, attempting to assert his primal mastery. The Tarrasque must succeed on a DC 21 Wisdom saving throw or become indifferent to Ur-Grak and his allies for 1 minute, effectively ceasing to attack them and focusing on other targets or merely moving about. This effect ends if Ur-Grak or his allies attack the Tarrasque. If the Tarrasque succeeds on its saving throw, it is immune to Ur-Grak's Will of the Apex for 24 hours.

  • Will of the Void (1/Day). Ur-Grak stares intently at one creature he can see within 60 feet. The target must succeed on a DC 21 Wisdom saving throw or be teleported into a pocket of the Void for 1 minute or until the end of the combat. A creature in this pocket of the void is incapacitated and cannot be targeted by any attacks. Ur-Grak can choose to pull them out of the pocket as a bonus action.

  • Void Portal (1/Day). Ur-Grak opens a portal to the Void. One Voidwoken of his choice with a CR of 10 or lower emerges from the portal in an unoccupied space within 30 feet of him. The Voidwoken is friendly to Ur-Grak and acts on its own turn.
Bonus Actions

Apex Predator's Mark (Bonus Action). As a bonus action, Ur-Grak can mark one creature he can see within 120 feet. For the next minute, Ur-Grak has advantage on attack rolls against the marked target. Additionally, his ranged attacks against the marked target ignore half cover and three-quarters cover. He can only have one target marked at a time.

Void Leap. Ur-Grak teleports up to 40 feet to an unoccupied space he can see.

Reactions

Elusive Hunter (Reaction). When Ur-Grak is hit by a weapon attack, he can use his reaction to reduce the damage by 5d10. If the damage is reduced to 0 this way, he can immediately move up to half his speed without provoking opportunity attacks. He can use this ability 5 times per long rest.

Void Hunter's Dodge. When an attack roll is made against Ur-Grak, he can use his reaction to teleport up to 30 feet to an unoccupied space he can see. The attack misses.

Legendary Actions

Ur-Grak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ur-Grak regains spent legendary actions at the start of his turn.

Command Beast (1 action). Ur-Grak issues a command to the Tarrasque or a bonded Voidwoken. The commanded creature can immediately use its Frightful Presence or make one attack.

Harrowing Shot (2 actions). Ur-Grak makes one Void Bow attack. If this attack hits a creature that is already marked by Apex Predator's Mark, the target must succeed on a DC 21 Wisdom saving throw or be frightened of Ur-Grak until the end of its next turn.

Primal Stride (1 action). Ur-Grak moves up to half his speed without provoking opportunity attacks.

Swift Knife (1 action). Ur-Grak makes one Void-Warped Knife attack.

Description

Ur-Grak: Apex Void-Warped Hunter

 

From the sun-drenched, perilous continent of Eden, Ur-Grak rose not by arcane might or inherited lineage, but by the honed edge of survival and an indomitable will. As a hobgoblin of the Feral Tribe, his reverence was given wholly to the God of Survival, a deity whose primal domain encompassed the very essence of endurance and apex predation. This devotion was not passive; it was a pact forged in blood and honed through countless trials, granting Ur-Grak an almost supernatural understanding of the wild. It was this divine connection, this innate attunement to ultimate survival, that enabled him to achieve the impossible: the taming of the Tarrasque, a living embodiment of the God of Survival's destructive majesty.

Under the banner of the demon raider Soboro, Ur-Grak became a Warchief, a strategic mind and a physical force unmatched among his kin. His command over a Tarrasque made him a legend, a living weapon in Soboro's escalating ambitions. When Soboro set his sights on the "New Land of the Dead"—a continent pulsating with untamed elemental energies, colossal dinosaurs, sentient slimes, and veins of raw elemental crystals—Ur-Grak saw not a challenge, but a glorious new hunting ground. This was a land ripe for conquest, for study, and for the ultimate expression of his survivalist creed. He envisioned an army of elementally enhanced beasts, a symphony of destruction orchestrated by his will.

His ambition was swiftly put to the test. The Dragon Lands, through their elite Redoran armies, also coveted this primal paradise, igniting a brutal war of conquest. Ur-Grak, ever the innovator, saw the conflict as an opportunity to push the boundaries of his taming prowess. In a secluded, crystal-rich cavern, he was deep in an experiment, painstakingly embedding volatile elemental fire crystals into the hide of his Tarrasque, striving to imbue the beast with a dragon's fiery breath. He yearned to present Soboro with a true Flaming Tarrasque, a testament to his unique genius.

It was at this critical juncture, amidst crackling elemental energies and the anticipation of a groundbreaking display, that true terror erupted. Void Damon, a demon lord of immense and insidious power, suddenly descended upon the warring factions. Chaos reigned as Void Damon's reality-rending attacks tore through the battlefield. In the blink of an eye, Ur-Grak, along with his nascent Flaming Tarrasque and his carefully crafted experiments, was consumed by a tear in reality, banished into the darkest reaches of the cosmos: the Void.

For any other being, this would have been the end. The Void is not merely empty space; it is an anti-existence, a realm of maddening nothingness that erodes mind, body, and soul. But Ur-Grak was no ordinary being. He was the Apex Hunter, a devotee of Survival, and his will, honed by the wilderness and the raw power of a Tarrasque, proved to be an anchor in the storm of oblivion. He did not merely survive the Void; he thrived.

The existential dread that would shatter lesser minds only sharpened Ur-Grak's instincts. He adapted, evolving in ways no mortal could comprehend. His skin, once earthy hobgoblin red, blackened to the hue of deepest night, etched with patterns of pure void energy, and wicked purple crystals erupted from his flesh, silent witnesses to his rebirth. He found himself face to face with the Voidwoken, creatures of impossible anatomy and reality-bending power, born from the very essence of the abyss. To the shock of these alien horrors, Ur-Grak applied the same primal mastery he had used on the Tarrasque. He studied them, understood their chaotic nature, and then, through sheer force of will, tamed them. He made their chaotic energies his own, learning to weave portals, to erase reality, and to command the very emptiness that had once threatened to consume him.

When Ur-Grak returned, he did so not through a gate or a teleportation spell, but by tearing his own exit from the fabric of reality. He emerged changed, a conduit of the Void, but undeniably himself—a superior version. He was no longer just the Tarrasque tamer; he was a Void conqueror, an aberration who had wrestled with the ultimate unknown and emerged victorious. His loyalty to Soboro remained, but now it was tempered by a chilling, quiet power that commanded both the primordial might of the Tarrasque and the unfathomable terror of the Void. He had stared into the abyss, and the abyss, it seemed, had blinked first.

Lair and Lair Actions

Summons

 

Voidwoken Shardling

 

Medium Aberration, Neutral Evil

Armor Class 16 (Natural Armor) Hit Points 150 (20d8 + 60) Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 10 (+0)

Saving Throws DEX +8, CON +7 Skills Stealth +8 Damage Immunities As per the Aura of Erasing and Void-Tainted trait Condition Immunities Incapacitated, charmed, frightened, unconscious, exhaustion Senses Blindsight 120 ft., Lifesense 1 mile, Passive Perception 12 LanguagesChallenge 10 (5,900 XP) Proficiency Bonus +4

Traits

  • Void-Tainted. At the end of each of its turns, the damage dice for all its attacks increases by one. All of its attacks are considered critical hits and deal maximum damage. All of its attacks inflict the Incapacitated condition.

  • Reality Anchor. It cannot be imprisoned, banished, or wished away.

  • Unstable Form. The shardling can move through a space as narrow as 1 inch wide without squeezing.

Actions

  • Multiattack. The shardling makes two attacks with its Reality Spikes.

  • Reality Spikes. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

  • Void Burst (Recharge 5-6). The shardling unleashes a burst of void energy. Each creature in a 15-foot radius sphere centered on it must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) necrotic damage and is incapacitated until the end of its next turn. On a successful save, the damage is halved and the creature is not incapacitated.


 

Voidwoken Whisperer

 

Medium Aberration, Neutral Evil

Armor Class 14 (Natural Armor) Hit Points 165 (22d8 + 66) Speed 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 20 (+5) 18 (+4) 14 (+2)

Saving Throws INT +9, WIS +8 Skills Insight +8, Perception +8 Damage Immunities As per the Aura of Erasing and Void-Tainted trait Condition Immunities Incapacitated, charmed, frightened, unconscious, exhaustion Senses Blindsight 120 ft., Lifesense 1 mile, Passive Perception 18 Languages Deep Speech, telepathy 120 ft. Challenge 10 (5,900 XP) Proficiency Bonus +4

Traits

  • Void-Tainted. At the end of each of its turns, the damage dice for all its attacks increases by one. All of its attacks are considered critical hits and deal maximum damage. All of its attacks inflict the Incapacitated condition.

  • Reality Anchor. It cannot be imprisoned, banished, or wished away.

  • Maddening Whispers. As a bonus action, the Whisperer can choose one creature it can see within 60 feet. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Actions

  • Multiattack. The Whisperer makes two attacks with its Psychic Lash.

  • Psychic Lash. Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 22 (4d8 + 5) psychic damage.

  • Voidic Grasp (Recharge 6). The Whisperer teleports to an unoccupied space within 5 feet of a target it can see. The target must succeed on a DC 17 Strength saving throw or be restrained and take 27 (6d8) force damage.


 

Voidwoken Behemoth

 

Large Aberration, Neutral Evil

Armor Class 17 (Natural Armor) Hit Points 180 (19d10 + 76) Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 8 (-1) 14 (+2) 6 (-2)

Saving Throws STR +9, CON +8 Damage Immunities As per the Aura of Erasing and Void-Tainted trait Condition Immunities Incapacitated, charmed, frightened, unconscious, exhaustion Senses Blindsight 120 ft., Lifesense 1 mile, Passive Perception 12 LanguagesChallenge 10 (5,900 XP) Proficiency Bonus +4

Traits

  • Void-Tainted. At the end of each of its turns, the damage dice for all its attacks increases by one. All of its attacks are considered critical hits and deal maximum damage. All of its attacks inflict the Incapacitated condition.

  • Reality Anchor. It cannot be imprisoned, banished, or wished away.

  • Brute. A melee weapon deals one extra die of its damage when the behemoth hits with it (included in the attacks below).

Actions

  • Multiattack. The behemoth makes three attacks: two with its Slam and one with its Tentacle.

  • Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

  • Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). The behemoth can have up to two creatures grappled at a time.

  • Void Warp. The behemoth chooses a point on the ground within 30 feet. Each creature in a 10-foot radius centered on that point must make a DC 17 Dexterity saving throw or be teleported to a random unoccupied space within 15 feet of its original location and take 14 (4d6) force damage.

 
SurgDexil

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