Garruk, Apex Predator
Lost in a haze of pain and anger, brought on by a curse from the infamous Chain-Veil, the once noble and proud Garruck has given himself over to hatred. Forgetting the true spirit of the hunt, Garruk now seeks the only prey that he feels can satisfy him- planes walkers. Moving from world to world, Garruck hunts them with ruthless efficiency, adding a new a trophy to his collection with each kill. Though his transformation into a fully-fledged demon has been stopped, or perhaps paused, his methods and desires retain an edge of dark brutality.
Garruk, Apex Predator
Lost in a haze of pain and anger, brought on by a curse from the infamous Chain-Veil, the once noble and proud Garruck has given himself over to hatred. Forgetting the true spirit of the hunt, Garruk now seeks the only prey that he feels can satisfy him- planes walkers. Moving from world to world, Garruck hunts them with ruthless efficiency, adding a new a trophy to his collection with each kill. Though his transformation into a fully-fledged demon has been stopped, or perhaps paused, his methods and desires retain an edge of dark brutality.
Armor Class | 18 (plate armor) | ||
---|---|---|---|
Hit Points | 40d8+200 | ||
Speed | 30 ft. | ||
Strength | 24 (+7) | ||
Dexterity | 18 (+4) | ||
Constitution | 21 (+5) | ||
Intelligence | 10 (+0) | ||
Wisdom | 22 (+6) | ||
Charisma | 18 (+4) | ||
Saves | Strength d20+15 | Dexterity d20+12 | Constitution d20+13 |
Wisdom d20+14 | |||
Skills | Athletics d20+15 | Insight d20+14 | Intimidation d20+12 |
Perception d20+14 | Survival d20+14 | ||
Condition Immunities | Charmed | Exhaustion | Frightened |
Senses | Darkvision 120 ft. | Passive Perception 24 | |
Languages | Common | Primordial | |
Challenge | 28 (120000 XP) | ||
Special 1 | Innate Spellcasting | Garruk's innate spellcasting ability is Wisdom | (spell save DC 22, d20+14 to hit with spell attacks.) |
He can innately cast the following spells | without requiring material components | ||
Spells 1 | At will | Animal friendship | Beast bond |
Detect magic | Hunter's mark | Plane shift | |
Spells 2 | 3/day each | Barkskin | Conjure animals |
Warding wind | |||
Spells 3 | 2/day each | Commune with nature | Locate creature |
Steel wind strike | |||
Spells 4 | 1/day each | Bones of earth | Primordial ward |
Wrath of nature | |||
Special 2 | Keen Hearing and Sight | Garruk has an advantage on Wisdom | (Perception) checks that rely on hearing or sight |
Special 3 | Legendary Resistance (4/day) | If Garruk fails a saving throw, | he can choose to succeed instead |
Special 4 | Marital Advantage | Once per turn, | Garruk can deal an extra 2d12 damage |
to a creature he hits with a weapon attack | if that creature is within 5 ft. of an ally of Garruk's that isn't incapacitated | ||
Special 5 | Savage Attacker | Once per turn when Garruk rolls damage for a melee weapon attack, | he can reroll the weapon's damage dice and use either total |
Action 1 | Multiattack | Garruk uses his Frightening Presence, | then makes three attacks with his great ax |
Action 2 | Greataxe | Melee Weapon Attack | d20+15 to hit |
Reach 5 ft., one target | Hit 4d12+7 slashing damage, | plus 2d12 necrotic damage | |
Action 3 | Frightening Presence | Each creature of Garruk's choice that is within 120 ft. of Garruk | and aware of him must succeed on |
a DC 18 Wisdom saving throw or become frightened for 1 minute. | A creature can repeat the saving throw at the end of each of its turns, | ending the effect on a success. | If a creature's saving throw is successful or the effect ends for it, |
the creature is immune to Garruk's Frightening Presence for the next 24 hours | |||
Reaction | When a creature hits Garruk with a melee attack, | he can use his reaction to make a | single melee weapon attack against the attacking creature |
Legendary Actions | Garruk, Apex Predator 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. | Garruk regains spent legendary | actions at the start of its turn | |
Legendary Action 1 | Hunters Call | Garruk summons a beast of CR 3 or lower in an unoccupied space | that he can see within 30 feet. |
The beast gains a bonus to attack and damage rolls | equal to Garruk's Wisdom modifier. | The beast disappears if it is reduced to 0 hit points, | Garruk falls unconscious, or he uses this action again |
Legendary Action 2 | Slaying Strike | Garruk makes an attack with his great ax. | If the attack hits, it is an automatic critical hit |
Legendary Action 3 | Draining Slice (Costs 2 Actions) | Garruk makes an attack with his great ax. | If the attack hits, |
he regains a number of hit points equal to the damage dealt | |||
Legendary Action 4 | Hunter's Curse (Costs 3 Actions) | A creature of Garruk's choice that he can see within 15 ft. | must succeed on a DC 22 Wisdom saving throw |
or become cursed for 1 minute. | A creature cursed in this way takes an | additional 2d12 necrotic damage | from all melee weapon attacks, |
and when a creature reduces the target to 0 hit points, | the attacking creature can use its reaction to make | an additional melee weapon attack against a creature within reach |
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