Grog Strongjaw

Medium humanoid (half-giant),

Armor Class

19

Hit Points

290 (20d12 + 120 + 40)

Speed

walk 50 ft.

Saves

Str +14, Con +12

Skills

Animal Handling +6, Athletics +14, Intimidation +7, Survival +6

Senses

darkvision 60 ft.

Languages

speaks Common, Dwarvish, and Giant with limited reading and writing

Challenge

18

Proficiency Bonus

+6

Brutal Critical

When Grog scores a critical hit, he rolls double weapon damage dice as usual, then rolls 3 additional weapon damage dice.

Feral Instinct

Grog has advantage on initiative rolls.

Melee Master

Grog can take a -5 penalty to any melee attack roll to gain a +10 bonus to the damage roll.

Reckless

At the start of his turn, Grog can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

Relentless Rage

If Grog is reduced to 0 hit points while raging, he drops to 1 hit point instead if he succeeds on a DC 10 Constitution saving throw.

Special Equipment

Grog wears a belt of dwarvenkind. He wields the Bloodaxe (a +2 magic weapon), a dwarven thrower, and the Titanstone Knuckles (see page 211).

Spellbreaker

When Grog damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw to maintain its concentration. In addition, Grog has advantage on saving throws against spells cast by creatures within 5 feet of him.

Toughness

Grog has an additional 40 hit points.

Actions

Multiattack

Grog makes two attacks (three when raging) with his Bloodaxe, dwarven thrower, or Titanstone Knuckles.

Bloodaxe

Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 20 (1d12 + 14) slashing damage and 3 (1d6) necrotic damage. If the target is reduced to 0 hit points, Grog gains 10 temporary hit points.

Dwarven Thrower

Melee or Ranged Weapon Attack: +17 to hit, reach 5 ft. or range 20/60, one target. Hit:24 (2d8 + 15) bludgeoning damage.

Titanstone Knuckles

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (1d4 + 12) bludgeoning damage.

Enlarge (Recharges after a Long Rest)

Grog casts enlarge/reduce on himself to grow in size for 10 minutes. While enlarged in this way, he has resistance to cold, fire, lightning, and thunder damage.

Rage (Recharges after a Short or Long Rest) (Bonus Action)

Grog enters a rage that lasts until he falls unconscious or chooses to end it (no action required). While raging, Grog gains the following benefits: He has advantage on Strength checks and Strength saving throws. • He deals an extra 4 damage when he hits a target with a melee weapon attack (included in attacks) • He has resistance to bludgeoning, piercing, and slashing damage • He can't be charmed or frightened • He can make an additional melee weapon attack(included in the Multiattack action) When Grog's rage ends, he gains one level of exhaustion.