Medium Humanoid (Orc), Lawful Evil
Armor Class 15 Unarmored
Hit Points 60 (6d8)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +6, CON +5
Skills Athletics +6, Intimidation +6
Damage Resistances All
Condition Immunities Charmed, Frightened
Senses Darkvision, Passive Perception 10
Languages Common, Orc
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Paragon Fortitude. The creature has TWO pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end and replace Brughor the Cold Cunning with Brughor Rage Incarnate. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit of the point pools are reduced to zero, the creature is killed.

Paragon Fury. The creature may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn the creature gains is inserted immediately after any one PC’s turn in the initiative order.

Powering Up. When Brughor the Cold Cunning is replaced with Brughor Rage Incarnate, he drops his shield and equips a Glaive. Brughor forfeits his next two turns as he works himself into a frenzy (no actions or reactions).

Reckless. At the start of his turn, Brughor can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

Aggressive. As a bonus action, Brughor can move up to its speed toward a hostile creature that it can see.

Second Wind. As a bonus action, Brughor can heal for 1d10+3 (once per short rest).

Combat Maneuvers. When Brughor lands an attack, he may add one of the following benefits once per turn.

  • Sweeping Strike- After damaging the target creature, Brughor may target another creature in range, attacking it dealing 1d6+4 if the hit lands.
  • Push- Add 1d6 to the attack's damage roll. Brughor makes an athletics check contested by the target's Athletics or Acrobatics check. If Brughor wins, they target is knocked back 15ft.
  • Bleed-- Add 1d6 to the attack's damage roll. The target must pass a DC13 Constitution saving throw or start to bleed, taking 1d4 at the start of each of it's turns. Use of a healers kit or any healing stops the bleeding.
Actions

Multiattack. Bruhgor makes two attacks.

Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10+ 4) slashing damage.

Knife Toss. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Reactions

Not so fast. When an enemy moves or takes and action within range of Brughor, he may make a Glaive attack or Knife toss against the creature.

Monster Tags: Orc

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