Large Undead, Lawful Evil
Armor Class 20 Natural Armor
Hit Points 218 (20d10 + 90)
Speed 35 ft.
STR
22 (+6)
DEX
12 (+1)
CON
22 (+6)
INT
14 (+2)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws STR +11, CON +11, WIS +9
Skills Athletics +14, Intimidation +3
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned, Prone
Senses Darkvision, Passive Perception 14
Languages Common, Undercommon Common, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (2 times/day) If Urgot fails a saving throw, he can choose to succeed instead

Regeneration. Urgot regains 20 hit points at the start of his turn if he has at least 1 hit point. If he takes radiant damage, this trait doesn’t function at the start of his next turn.

Actions

Multiattack. Urgot makes two attack.

Minigun. Ranged Weapon Attack: +9 to hit, reach 30 ft., 1 target. Hit: (2d10 + 8) piercing damage. 

Shotgun Knees. Melee Weapon Attack: +10 to hit, range 10ft cone. Hit: (3d10 + 10) piercing damage.

Legendary Actions

Urgot gets 2 legendary actions per round. (Max: 2)

Fear Beyond Death (Costs 2 Actions). Urgot launches a hook at a target at a fast speed, range 60 ft., DEX save DC 20.  If the target fails the saving throw, they take 10d6 piercing damage and are chained. A chained target suffers one level of exhaustion and is restrained. If they succeed, they take half damage and are not chained. The target may make a DEX or STR saving throw each turn to attempt to escape the chains

Chain Pull (Costs 1 Action). If Urgot has a target chained, he can pull them up to 10 feet toward Urgot and deal 3d6 piercing damage. If the target is pulled into Urgot's melee range, the target takes 10d12 piercing damage and is stunned.

Disdain. (Costs 1 Action). When Urgot is hit by a melee attack, force the target to make a STR saving throw (DC 20). If the target fails, the target is forcibly flipped over Urgot, taking 5d10 bludgeoning damage and falling prone. If the target collides with another creature, the other creature also takes the damage, but is not knocked prone. If the target succeeds on the saving throw, they take half damage and are not flipped.

 

Description

Urgot stands a massive 11 feet tall, 10 feet wide, a pile of flesh  sitting atop a contraption of metallic legs and other mechanisms. Each leg is equipped with a blast mechanism, and a few large tubes run from the backside of the platform to his mouth. His flesh is a pale grey, and his overall build is massive. A large machine gun sits attached to his right shoulder, and a large metal plate sits around his neck and torso.

Lair and Lair Actions

A steampunk laboratory, full of metals ranging from copper to iron surrounds you. Grates make up the floor, with occasional gas clouds emerging from them, not providing a pleasant scent. You'd almost think the place was made more for machines to work in than people. In the back center of the lab, a large glass and metal chamber sits, filled with some sort of gas. The gas leaks out as Urgot emerges, ready to put vermin such as yourselves to better use.

Lair Actions

On initiative count 20 (losing initiative ties), Urgot takes a lair action to cause one of the following effects; Urgot can’t use the same effect two rounds in a row:

  • Calls 2d4 lackeys
  • Takes a deep breath in, gaining 50 temporary HP
  • Changes to turret mode, doubling his attacks in a turn, but losing all movement and gaining disadvantage on DEX saving throws.

 

Habitat: UnderdarkUrban

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