Medium Humanoid (Orc), Chaotic Evil
Armor Class 15 --
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
14 (+2)
CHA
8 (-1)
Skills Insight +4, Intimidation +3, Perception +4, Stealth +4
Condition Immunities Charmed
Senses Truesight 120ft, Passive Perception 14
Languages Black Speech, Orkish, Westron
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

NIMBLE ESCAPE. Zagruk can take the Disengage or Hide action as a bonus action on each of its turns.

POISONER. A creature that takes poison damage from Zagruk must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target can’t regain hit points and has disadvantage on death saving throws. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

SNEAK ATTACK (1/turn). Zagruk deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Zagruk that isn’t incapacitated and Zagruk doesn’t have disadvantage on the attack roll.

SUNLIGHT SENSITIVITY. While in sunlight, Zagruk has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

UNARMOURED DEFENCE. While Zagruk is wearing no armour and wielding no shield, his AC includes his Intelligence modifier.

Actions

 

MULTIATTACK. Zagruk makes two melee attacks, or one melee attack and one ranged attack.

POISON CONCOCTION. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: The target takes 6 (1d12) poison damage.

POISONED KNIFE. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 3 (1d6) poison damage.

Reactions

Opportunity Attack

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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.

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.

Chroniclervali99

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