Small Humanoid (Orc), Chaotic Evil
Armor Class 17 natural resilience
Hit Points 136 (16d8 + 64)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws CON +7, WIS +5, CHA +8
Skills Deception +8, Insight +5, Perception +5
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Orc
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Unbound Presence. Hostile creatures within 10 feet of Urko have disadvantage on the first saving throw they make on each of their turns.

Open Mind (Aberrant). Urko has advantage on saving throws against being charmed or frightened. Additionally, a creature that fails a saving throw against one of Urko’s effects cannot gain advantage on saving throws against Urko until the end of its next turn.

Aura of Deviation. At the start of each creature’s turn within 10 feet of Urko, that creature must succeed on a DC 16 Wisdom saving throw or suffer one of the following effects (Urko’s choice):

Disadvantage on its next attack roll,

  • Move 10 feet in a random direction,
  • Be unable to take reactions until the start of its next turn.

Innate Spellcasting (Charisma). Spell save DC 16, +8 to hit with spell attacks.Urko can innately cast the following spells:

 

  • At will: mage hand, minor illusion, chill touch
  • 3/day each: dissonant whispers, detect thoughts, mirror image
  • 1/day each: fear, hunger of hadar

 

Actions

Rift-Touched Strike. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) psychic damage, and the target must succeed on a DC 16 Wisdom saving throw or become Disoriented until the end of its next turn:

  • It cannot take reactions
  • It has disadvantage on attack rolls

Chaotic Impulse (Recharge 5–6). Urko releases an invisible wave in a 20-foot radius. Creatures of his choice must make a DC 16 Wisdom saving throw or (choose one):

  • Use their reaction to move up to their speed in a random direction, 
  • Make one weapon attack against the nearest creature (Urko chooses in case of a tie)

 

Bonus Actions

Quiet Step. Urko moves up to half his speed without provoking opportunity attacks.

Legendary Actions
Urko the Unbound 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. Urko regains spent legendary actions at the start of his turn.

Silent Shift. Urko moves up to his speed without provoking opportunity attacks.

Inner Whisper. One creature within 30 feet must succeed on a DC 16 Wisdom saving throw or have disadvantage on its next roll.

Echo of the Rift (Costs 2 Actions). Urko uses Rift-Touched Strike.

BrunoMuscolo

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