| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +14 |
| DEX | 12 | +1 | +1 |
| CON | 17 | +3 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 11 | +0 | +0 |
| CHA | 14 | +2 | +2 |
- Hatus Corruption
At the start of each of the orc’s turns, roll a d4 to determine what corruptive energy flows through it: 1 — Burning Veins: Fire Axe damage +1d8 fire this turn. 2 — Frozen Artery: Ice Axe damage +1d8 cold this turn. 3 — Wither Pulse: Each creature within 5 ft. takes 4 (1d8) necrotic damage. 4 — Warped Reflex: The orc gains +2 AC until the start of its next turn.
- Twisted Dual Axes
The Fire and Ice Axes become mutated versions, dealing increased elemental damage.
- Aberrant Tenacity
When the orc is reduced to 0 HP, it makes a DC 10 Constitution saving throw. On a success, it instead drops to 1 HP and continues fighting. (Once per fight.)
- Frenzied Movement
The corrupted form cannot be slowed or restrained by magical effects.
Corrupted Wildrage Spells (Roll 1d3) Triggered as a bonus action when the orc chooses or when it drops below half HP.
- 1 - Maddened Flameburst
Black-red fire engulfs its body. Creatures within 10 ft. must make a DC 14 Dex save or take 9 (2d8) fire damage. The orc gains advantage on its next attack.
- 2 - Hatus Frostbrand
A jagged layer of void-ice forms. The orc gains 10 temporary HP and its Ice Axe deals +1d8 cold for 1 round.
- 3 - Corruption Echo
A shadowy duplicate crawls out of its body. AC 13 HP 10 Makes one Fire Axe or Ice Axe attack (+7 to hit) When it dies, it explodes for 6 (2d6) necrotic in a 5-ft. radius (DC 14 Dex half)
- Multiattack
The Chosen of Hatus makes two attacks: one with each corrupted axe.
- Corrupted Fire Axe
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing plus 5 (1d8 + 1) fire damage.
- Corrupted Ice Axe
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing plus 5 (1d8 + 1) cold damage.
- Hatus’s Rupture (Recharge 5–6)
The orc erupts with unstable corruption. Each creature within 10 ft. must make a DC 14 Dexterity saving throw or take 13 (3d8) necrotic damage and be pushed 10 feet away. On a success, a creature takes half damage and is not pushed.
Description
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.
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