Kurg Ironheart

Large humanoid, lawful evil

Armor Class: 16 (mechanical suit)

Hit Points: 135 (18d8 + 54)

Speed: 40 ft.

STR20(+5)
DEX14(+2)
CON16(+3)
INT10(+0)
WIS12(+1)
CHA8(-1)

Saving Throws: STR +8, CON +6

Skills: Athletics +8, Survival +5

Damage Resistances: Fire

Senses: Darkvision 60ft, Passive Perception 11

Challenge: 8 (3,900 XP)

Proficiency Bonus: +3

Reckless Attack. When Kurg makes his first attack on his turn, he can decide to attack recklessly, gaining advantage on melee weapon attack rolls using Strength during this turn but attack rolls against him have advantage until his next turn.

Danger Sense. Kurg has advantage on Dexterity saving throws against effects that he can see while not blinded, deafened, or incapacitated.

Mechanical Suit. Kurg's mechanical suit grants him resistance to fire damage and provides him with advantage on saving throws against environmental hazards.

Multiattack. Kurg makes two attacks with his warhammer.

Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Reckless Power Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 5) bludgeoning damage. Kurg must use this attack while under the effects of his Reckless Attack feature.

Rock-Hurling (Recharge 5-6). Kurg can hurl a large rock at a target within 60 feet. The target must make a DC 16 Dexterity saving throw, taking 27 (4d10 + 5) bludgeoning damage on a failed save, or half as much on a successful one.

Rage (3/Day). On Kurg's turn, he can enter a rage as a bonus action. While raging, he gains advantage on Strength checks and Strength saving throws, and he deals an extra 2 damage on melee weapon attacks that use Strength.

Homebrew

Lore

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  • homebrew_rules_reference/creatures_adversaries/kurg-ironheart.txt
  • Last modified: 11 days ago
  • by 127.0.0.1