Scro Almighty Leader (5e Creature)

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Scro Almighty Leader[edit]

Medium humanoid (orc), lawful evil


Armor Class 18 (plate armor)
Hit Points 229 (27d8 + 108)
Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4)

Saving Throws Str +11, Con +9, Wis +7
Skills Athletics +11, History +7, Insight +7, Intimidation +9, Perception +7
Proficiency Bonus +5
Senses darkvision 60 ft., passive Perception 17
Languages Common, Elvish, Orc
Challenge 13 (10,000 XP)


Hardened Sailor. The scro adds its proficiency bonus to skill checks involving the use or control of spelljamming vessels.

Indomitable (2/Day). The scro can reroll a saving throw it fails. It must use the new roll.

ACTIONS

Multiattack. The scro makes three melee weapon attacks or two ranged weapon attacks.

+1 Greataxe. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) slashing damage.

Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

BONUS ACTIONS

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

LEGENDARY ACTIONS

The scro 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. The scro regains spent legendary actions at the start of its turn.

Attack. The scro makes a greataxe attack or a pistol attack.
Command Ally. The scro targets one ally it can see within 30 feet of it. If the target can see or hear the scro, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Oath of Dukagsh (Costs 2 Actions). The almighty leader targets one scro it can see that was reduced to 0 hit points in the last turn. The scro regains 10 hit points and stands up if it was prone.

Almighty leaders are both the tribal authority and leaders of their scro forces. Furious combatants in their own right, they are adept field commanders who coordinate the actions of entire spelljammer fleets to seize the initiative and decimate enemy offensives before they can start.
The twenty-four almighty leaders report directly to a single High Overlord, who has authority over all scro forces as well as the hidden homeworld of Dukagsh.

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