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Ogre / orc warlord - tabletop wargaming (DND)

everythingDND avatareverythingDND

September 14, 2024

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Description

Boost MeBoost Ghar'kul the Ravager!

 

Behold, Ghar'kul the Ravager!

A fearsome warlord whose name strikes terror across the land. Towering at nearly 9 feet tall, this hulking brute is a blend of sheer muscle and savage brutality. His mottled, greenish-gray skin is thick like leather, riddled with scars from countless battles. His sharp tusks jut menacingly from his lower jaw, and his bloodshot eyes gleam with a cruel, fiery intelligence.

 

Ghar'kul's broad shoulders are adorned with massive, jagged shoulder plates fashioned from the bones of his enemies, each spike stained dark with the blood of those who dared challenge him. His armor is a patchwork of iron plates and animal hides, functional but fearsome in appearance. Strapped to his back is a massive two-handed mace, crafted from obsidian and iron, covered in wicked spikes. The weapon’s head, as big as a human torso, can crush boulders, and its jagged tips leave deep, brutal wounds.

Ghar'kul's presence on the battlefield is like a storm of fury and destruction. His deep, guttural voice roars out commands, and with every swing of his mace, he sends enemies flying. He revels in chaos, driven not only by a lust for conquest but also by a savage desire to dominate all who cross his path. Wherever Ghar'kul marches, despair follows.

D&D 5e Stats:

Ghar'kul the Ravager

Large Humanoid (Ogre, Troll, Orc hybrid), Chaotic Evil

 

Armor Class: 18 (bone-spiked plate armor)

Hit Points: 220 (20d10+100)

Speed: 40 ft.

STR: 24 (+7)

DEX: 10 (+0)

CON: 22 (+6)

INT: 10 (+0)

WIS: 12 (+1)

CHA: 16 (+3)

 

Saving Throws: Strength +12, Constitution +11

Skills: Intimidation +8, Athletics +12

Damage Resistances: Bludgeoning, Piercing

Damage Vulnerabilities: Radiant

Senses: Darkvision 60 ft., passive Perception 11

Languages: Common, Orcish, Giant

 

Actions:

  • Multiattack: Ghar'kul can make two attacks with his Crushing Mace.
  • Crushing Mace (Two-Handed Weapon):
  • Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
  • Hit: 30 (4d10+7) bludgeoning damage + 6 (1d12) piercing damage from the spikes. On a critical hit, the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of Ghar'kul’s next turn.
  • Fury of the Ravager (Recharge 5-6):
  • Ghar'kul unleashes a mighty swing of his mace in a wide arc, hitting all creatures within 15 feet. Each creature must make a DC 18 Dexterity saving throw, taking 40 (8d8) bludgeoning damage on a failed save or half as much on a success. Targets hit by this attack are knocked prone if they fail the save.
  • Roar of Domination: As a bonus action, Ghar'kul can let out a thunderous roar. All enemies within 30 feet must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Legendary Actions (3/Day):

  • Mighty Swing: Ghar'kul makes a single Crushing Mace attack.
  • Bone Spikes: Ghar'kul rips a bone spike from his shoulder armor and hurls it at a target within 30 feet. Ranged Weapon Attack: +10 to hit, reach 30/60 ft., one target. Hit: 15 (3d6+5) piercing damage.

License:

Standard Digital File License

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