Draconic Outworlder (5e Creature)

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Draconic Outworlder[edit]

Large humanoid, chaotic evil


Armor Class 13 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 9 (-1) 9 (-1) 10 (+0)

Saving Throws Con +8
Skills Intimidation +4, Perception +3
Proficiency Bonus +4
Senses passive Perception 13
Languages Common, Draconic
Challenge 10 (5,900 XP)


Brave. The outworlder has advantage on saving throws against being frightened.

Relentless (Recharges after a Short or Long Rest). If the outworlder takes 16 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Charge. If the outworlder moves at least 20 feet straight toward a creature and then hits it with a fist attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the outworlder can make one taunt against it as a bonus action.

ACTIONS

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) bludgeoning damage.

Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage or 9 (1d10 + 4) bludgeoning damage if used with two hands. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Taunt. The outworlder taunts a creature within 60 feet of it which can see or hear it. The creature must succeed on a DC 13 Wisdom saving throw or become taunted by the outworlder until the end of its next turn.

Dragon Shout (Recharge 6). The outworlder exhales a blast of arcane force in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 22 (4d10) force damage on a failed save or half as much damage on a successful one.

BONUS ACTIONS

Finish Him! When the outworlder reduces a creature to 0 hit points with a melee attack on its turn, the outworlder moves up to half its speed and uses one melee attack.

REACTIONS

Parry. The outworlder adds 2 to its AC against one melee attack that would hit it. To do so, the outworlder must see the attacker and be wielding a melee weapon.

Humiliation. When a creature misses the outworlder with an attack, the outworlder can use its taunt against that creature.

Draconic.jpg

Among the most powerful denizens of the realm, outworlders with draconic ancestry in their bloodline are rare, as they are usually hunted down before reaching adulthood. Only the strongest manage to survive long enough to become the unstoppable brutes the outworlders so fear.

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