Orog Devastator (5e Creature)

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Orog Devastator[edit]

Medium humanoid (orc), chaotic evil


Armor Class 21 (natural armor)
Hit Points 345 (30d8 + 210)
Speed 50 ft.


STR DEX CON INT WIS CHA
26 (+8) 20 (+5) 24 (+7) 15 (+2) 14 (+2) 16 (+3)

Saving Throws Int +8, Wis +8, Cha +9
Skills Intimidation +9, Religion +8
Proficiency Bonus +6
Damage Immunities bludgeoning, piercing and slashing damage from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, stunned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Orc
Challenge 20 (25,000 XP)


Fury of the War God. The orog deals an extra 6 (1d12) damage when it hits with a weapon attack (included in the orog’s attack).

Limited Magic Immunity. Unless the orog wishes to be affected, it is immune to spells of 6th level or lower. The orog has advantage on saving throws against all other spells and magical effects.

Regeneration. The orog regains 15 hit points at the start of its turn if it has at least 1 hit point.

Unholy Fire. The orog’s weapon attacks are magical and deal an extra 9 (2d8) fire damage (already included in the orog’s attacks).

Unrelenting Destruction (Recharges after a Short or Long Rest). Whenever an attack, spell, or effect reduces the orog to 0 hit points, it may make a Constitution saving throw. The DC is equal to the damage inflicted. On a success, the orog instead takes no damage. On a failure, it is reduced to 0 hit points as usual.

ACTIONS

Multiattack. The orog makes five attacks and can use its Frightful Presence.

Greataxe. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 27 (2d12 + 8 plus 1d12) slashing damage plus 9 (2d8) fire damage.

Javelin. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 25 (3d6 + 8 plus 1d12) piercing damage plus 9 (2d8) fire damage.

Frightful Presence. Each creature of the orog’s choice that is aware of the orog and within 120 feet must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature succeeds on its saving throw, this ability has no effect on that creature for 24 hours.

BONUS ACTIONS

Aggressive. The orog moves up to its speed toward a hostile creature that it can see.

REACTIONS

Retaliation. When the orog takes damage from a creature that is within 5 feet of it, it can make a melee weapon attack against that creature.

Orog devastators are engines of unrelenting destruction, possessing bloodlust unheard of even among orcs. It is said the ritual used to create a devastator is a secret closely kept by a cabal of immortal shamans, but even the best-kept secret cannot remain hidden forever. Though orc tribes only turn to the ritual in times of desperation, there are those who long to abuse this ancient power.

Recommended Magic Items

The orog devastator may be equipped with one or more of the following magic items at the GM’s discretion: berserker axe (greataxe), brooch of shielding, 10 javelins of lightning, one potion of growth, and a ring of evasion.

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