| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +10 |
| DEX | 12 | +1 | +1 |
| CON | 20 | +5 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 12 | +1 | +1 |
| CHA | 16 | +3 | +3 |
Half-Orc Physique. Goth Mog's powerful half-orc heritage grants him immense strength and resilience, reflected in his high Strength and Constitution scores.
Experimental Resilience. He draws upon a well of physical and mental stamina, allowing him to recover from wounds rapidly (see Second Wind trait).
Darkvision. Goth Mog can see in darkness up to 60 feet.
Blood Magic Affinity. Some of his abilities cost him his own vitality, dealing self-damage for increased offensive power.
Proficiencies. Proficient with all armor (heavy, medium, light), shields, and both simple and martial weapons. He is also proficient in the use of a dice set and speaks Common and Orc.
Multiattack
Goth Mog makes three attacks: two with his Mutated Blood Fists and one with either his Corrupted Blood Whip or Infernal Fire Fist.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage.
Blood Fists. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
Blood Whip. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 10 (1d12+4) slashing damage.
Fire Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) fire damage.
Flame Whip. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 16 (2d12+4) fire damage.
Blood Splatter. Ranged Weapon Attack: +10 to hit, 10 ft. cone (affects all targets in area). Any target hit is marked for a Blood soak attack. Goth Mog takes 3 self-damage when using this ability.
Blood flame - once per day
Goth Mog sacrifices 15 hit points activate a explosion of blood soaking his targets. All creatures with bload soak stack must make a DC 17 Constitution saving throw. On a failed save, a creature takes 1d4 fire damage per stack of blood soak. On a successful save, the creature takes half as much damage. Goth Mog regains hit points equal to the total damage dealt.
Second Wind. Goth Mog draws upon a limited well of stamina to regain 1d10+11 HP. He can use this 4 times per long rest, regaining 1 use on a short rest. When activated, he can move up to half his speed without provoking opportunity attacks.
Blood Splatter. Throws a mist of blood drops in a 120-degree cone within 10 feet. Any target hit becomes susceptible to a Blood soak attack. Goth Mog takes 3 self-damage..
Blood Shield. When targeted by an attack, Goth Mog can react to harden his blood as a shield, taking 2 self-damage to reduce or negate incoming harm.
👑 Legendary Actions (3/round)
Only one legendary action option can be used at a time and only at the end of another creature’s turn. Spent legendary actions are regained at the start of Goth Mog’s turn.
- Blood Strike (1 action): Goth Mog makes one Mutated Blood Fists attack.
- Whip Lash (2 actions): Goth Mog makes one Corrupted Blood Whip attack.
- Blood Mist (3 actions): Goth Mog sacrifices 20 hit points. All creatures within 15 feet must make a DC 17 Constitution saving throw. On a failed save, a creature takes 10 (3d6) necrotic damage and has disadvantage on its next attack roll. On a successful save, the creature takes half damage and doesn't have disadvantage. Goth Mog becomes invisible until the start of his next turn.
Description
Blood Prince Goth Mog is a formidable half-orc soldier, the result of cruel experimentation. His muscular frame is marked by blackened veins and evidence of magical tampering. He is relentless in battle, using both martial prowess and blood-infused abilities that damage himself to empower his attacks. Goth Mog is proficient with all forms of armor and weaponry and is capable of rapid recovery in the heat of combat. He stalks the battlefield with a soldier’s discipline and a monster’s fury, making him a challenging foe for any adventurer
Previous Versions
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1/9/2026 5:57:36 PM
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16
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2
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1
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Coming Soon
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