Medium Humanoid (Goliath, Half-Orc), Chaotic Neutral
AC 17    Initiative +5 (15)
HP 124 (12d8 + 60)
Speed 45 ft.
Mod Save
STR 20 +5 +8
DEX 15 +2 +2
CON 20 +5 +8
Mod Save
INT 8 -1 -1
WIS 13 +1 +1
CHA 10 +0 +0
Skills Acrobatics +5, Stealth +5, Survival +4
Immunities Cold, Poison; Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Giant, Orc
CR 7 (XP 2,900; PB +3)
Traits

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

Powerful Build. The rager has Advantage on ability checks made to end the Grappled condition.

Relentless Endurance (1/Day). When the rager is reduced to 0 Hit Points but not killed outright, it drops to 1 Hit Point instead.

Actions

Multiattack. The rager uses Shield Bash and makes two attacks, using Battleaxe or Spear in any combination.

Battleaxe. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage plus 9 (2d8) Poison damage, and the target has the Prone condition.

Javelin. Melee or Ranged Attack Roll: +8, reach 5 ft. or range 30/120 ft. Hit: 12 (2d6 + 5) Piercing damage plus 9 (2d8) Poison damage, and the target's speed is reduced by 10 feet until the start of the rager's next turn.

Shield Bash. Strength Saving Throw: DC 16, one creature within 5 feet that the rager can see. Failure: 10 (2d4 + 6) Bludgeoning damage plus 9 (2d8) Poison damage. If the target is a Medium or smaller creature, it has the Prone condition. Success: Half damage only.

Bonus Actions

Adrenaline Rush (3/Day). The rager takes the Dash action, and gains 14 (2d8 + 5) Temporary Hit Points.

Raging Might (1/Day). For the next 10 minutes or until the rager ends this effect (no action required), the rager has Advantage on Strength checks, and its Speed increases by 10 feet.

Reactions

Thick Hide (3/Day). Trigger: The rager takes damage. Response: The rager reduces the damage by 14.

Previous Versions

Name Date Modified Views Adds Version Actions
9/27/2025 2:45:59 AM
7
0
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