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JNAProductions
2018-12-08, 01:32 PM
Garkul The Devourer
Medium Humanoid (Orc), Lawful Neutral
Armor Class 22 (Unarmored Defense)
Hit Points 575 (50d8+350)
Speed 50', Climb 40', Burrow 25'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


26 (+8)
20 (+5)
24 (+7)
22 (+6)
22 (+6)
22 (+6)


Skills Athletics +20, Acrobatics +11, Stealth +11, Arcana +18, History +12, Investigation +12, Nature +18, Animal Handling +12, Insight +18, Medicine +12, Perception +18, Survival +18, Intimidation +18, Persuasion +18
Damage Resistances Magical Damage
Senses Darkvision 60', Blindsight 30', Passive Perception 28
Languages Common, Orcish, Giant, Goblin, Dwarvish, Elvish, Draconic, Deep Speech, Undercommon, Primordial
Challenge Oh Lord
Supreme Magic Resistance Garkul has advantage on saves against magic. This cannot be negated. In addition, should any magical effect allow for a save for partial effects, Garkul instead suffers no effects on a successful save.

Leader Garkul's mere presence is an inspiration to those on his side. Any allies that are within 120' of Garkul and can at least see or hear him gain +6 to their damage rolls and 12 THP at the start of each of their turns. This does NOT affect Garkul himself.

Terror Garkul's mere presence is also freaking TERRIFYING to those he fights. Anyone who can see Garkul fight and is his enemy is Frightened if they have a CR or level of 10 or less. The condition lasts until they can no longer see Garkul for a full minute, but resumes immediately if they see him fight again. Note that this applies only when Garkul wishes or fights-simply talking to him is not sufficient to frighten people if he doesn't want to be scary.

Destroyer Any weapon Garkul wields ignores resistance and deals half damage to anything normally immune to the damage.

Powerful Build Garkul is treated as Large whenever it'd be beneficial to him.

Brutal Critical Garkul rolls damage dice four times instead of twice when he scores a critical hit. He also scores a critical hit on a roll of 18-20.

Reckless Attacks Garkul may choose to gain advantage on all attacks he makes until the start of his next turn, but grants advantage to any attacks made against him for the same period.

Superior Siege Monster Garkul deals double his maximum possible damage to unattended objects, and double (but not max) damage to attended objects.

Magic-Severing Strikes Any attack Garkul makes includes a Dispel Magic effect upon them. It does not automatically dispel any effects, but every magical effect on the target is subject to a dispel check at +13 (Garkul's Constitution modifier plus his Proficiency bonus).

Reactionary Garkul has two reactions per turn.

Wounded Fury When reduced to 300 HP, Garkul gains a second turn at his normal initiative count minus 10. This lasts until Garkul is restored to at least 400 HP.

Actions
Greataxe Melee Weapon Attack: +14 to-hit, reach 10', one target. Hit: 2d12+8 (21) slashing damage.

Sweeping Blow Melee Weapon Attack: DC 22 Dexterity save, a 180 degree arc 10' long in front of Garkul, all creatures in the arc. Failed Save: 1d12+8 (14) slashing damage.

Unarmed Strike Melee Weapon Attack: +14 to-hit, reach 5', one target. Hit: 2d6+8 (15) bludgeoning damage.

Longbow Ranged Weapon Attack: +11 to-hit, range 200'/800', one target. Hit: 2d8+5 (14) piercing damage.

Sunder Garkul, if he is within 5' of a target, may make a single weapon attack against an object attended by the target.

Anti-Magic Shout (Recharge 4-6) Letting out a roar of primal power, Garkul temporarily blocks magic in the area. All creatures within 120' must make a DC 21 Constitution saving throw. On a failure, they take 4d10 (22) thunder damage and area deafened for one minute, though they may repeat the save at the end of each of their turns to remove the deafened condition. On a success, half damage and no deafening. In addition, magic is somewhat suppressed in the area of the shout. To cast a spell or activate a magical effect, the user must make a spellcasting check with a DC of 10+the spell level. On a failure, the spell does not work, though no slots are wasted. On a failure of 5 or more, the slot IS wasted. These effects last until the end of Garkul's next turn.

Extra Attack V Garkul makes six attacks or attack actions, in any combination of Greataxe, Sweeping Blow, Unarmed Strike, and Longbow attacks. Up to two attacks may be replaced with Sunder, and if it is usable, Garkul may use Anti-Magic Shout at any time during this action.

Bonus Actions
Primal Recovery Garkul draws on the power of the earth and spends a hit die.

Sudden Leap Garkul makes a massive jump, consuming all his movement. He may move up to 100' in a single leap, though he may not move further this turn.

Cunning Action Garkul Dashes, Disengages, or Hides.

Reactions
Parry Garkul adds 6 to his AC against a single attack.

Riposte Garkul, upon being missed by an attack, makes a single melee attack against his assailant.

OCR: DPR is 137 (assuming 6 Greataxe attacks and half of Anti-Magic Shout) for an OCR of 20 base.

+14 to-hit ups that by 2, for 22.

Wounded Fury is worth a LOT, so let's call that +5.

OCR is 27, I think.

DCR: HP is 575, for 24 base.

AC of 23 (effective, with Parry) ups by 2, for 26.

Let's call it +1 for Primal Recovery.

27 DCR, seems like.

For a CR of 27.

superninja109
2018-12-08, 02:00 PM
Oh man... Gruumsh has just been supplanted.

By any chance, were the reactionary and wounded fury traits inspired by the Angry GM article about paragon monsters? It seems like a similar idea.

JNAProductions
2018-12-08, 02:10 PM
Oh man... Gruumsh has just been supplanted.

By any chance, were the reactionary and wounded fury traits inspired by the Angry GM article about paragon monsters? It seems like a similar idea.

Might be. I did read that a long time ago. But it was more directly lifted from AvatarVecna's Sans.

Potato_Priest
2018-12-08, 03:52 PM
Whatís the fluff justification for a burrow speed here? That seems somewhat arbitrary.

JNAProductions
2018-12-08, 03:54 PM
Whatís the fluff justification for a burrow speed here? That seems somewhat bizarre.

Garkul is the kind of person who's strong enough to flat out maul his way through stone and dirt with his bare hands.

Otherwise, it's there because it makes more sense than a fly speed. Stops him from getting punked out by a flying foe.

Potato_Priest
2018-12-08, 03:58 PM
Garkul is the kind of person who's strong enough to flat out maul his way through stone and dirt with his bare hands.

Otherwise, it's there because it makes more sense than a fly speed. Stops him from getting punked out by a flying foe.

Hmm, another fun way to give him options against a flyer would be to give him a lasso with good range. (This idea only occurred to me because Iím currently running an American campaign set in 1839 where Iíve taken to using orc statblocks for Texans).

JNAProductions
2018-12-08, 04:11 PM
Hmm, another fun way to give him options against a flyer would be to give him a lasso with good range. (This idea only occurred to me because Iím currently running an American campaign set in 1839 where Iíve taken to using orc statblocks for Texans).

He has a short range on his longbow of 200', due to its larger than normal nature.

A lasso ain't reaching farther than that.

Is a cool idea, though.

BladeofObliviom
2018-12-09, 12:04 AM
Very nice, but needs 1000% damage against Constructs. :smallwink: