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View Full Version : D&D 5e/Next Grimgor Ironhide-CR 20 Boss Encounter



JNAProductions
2016-03-06, 02:44 PM
Grimgor Ironhide
Medium humanoid (Orc), Evil

Armor Class 17
Hit Points 240/240
Speed 40', Climb 40'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


24 (+7)
18 (+4)
22 (+6)
12 (+1)
16 (+3)
20 (+5)



Saving Throws Strength +11, Dexterity +8, Constitution +10
Skills Athletics +15, History +5, Perception +7
Senses Passive Perception 17
Challenge 18

Doubled Fury Grimgor Ironhide rolls initiative two times and acts on each initiative count, giving him two turns. In addition, he has two pools of HP. Each time one is depleted, he loses one turn.

Brute Grimgor Ironhide deals an extra die of damage with each weapon attack he makes (already included in his statistics).



Actions

Greataxe, Melee Attack: +8 to hit, 10' reach, one target. Hit: 2d12+7 slashing damage

Furious Assault: Grimgor Ironhide makes four Greataxe attacks or other attack actions in any combination.


Bonus Action
Get Over Here!, Ranged 60'/120' Contest: Grimgor throws out a chain or other long length of material and loops it around his foe, dragging them adjacent. Make an opposed grapple check (Strength (Athletics for Grimgor, Strength (Athletics) or Dexterity (Acrobatics) for his opponent). If the opponent wins, nothing happens. If Grimgor wins, the opponent is dragged adjacent to him. If the opponent is in long range (61'-120') Grimgor has disadvantage on this check.


A nice, simple, beat 'em up boss fight. Grimgor counts as 2 monsters when determining the challenge of an encounter (already included in his own challenge rating) and he is best paired with either magical support or some very interesting terrain.