Orc Nurtured One of Yurtrus

Medium humanoid (orc)
Challenge

STR
2
DEX
−1
CON
3
INT
−2
WIS
0
CHA
−2

30
4d8+12
11
Fort
+4
Ref
+1
Will
−1

Speed 5 m.
Skills Athletics +3 (14), Brawn +3 (14), Intimidation −1 (10), Perception +1 (12), Wilderness +1 (12)
Senses darkvision 10 m.
Languages Common, Orc

Blood Fury (Recharges after a Short or Long Rest). On its turn, the orc nurtured one of yurtrus can unleash the orcish fury coursing through its veins. Once on each of its turns while seething with fury, it can add 1 to the damage when it damages a creature with an attack or a spell that targets only one creature. Its fury lasts for 1 minute or until it is unconscious or dies.

Corrupted Carrier. When the orc nurtured one of yurtrus is reduced to 0 health, it explodes, and any creature within 2 meters of it must make a Difficulty 13 Fortitude saving throw. On a failure, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn’t poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can’t regain health.

Maneuvers. The orc nurtured one of yurtrus uses maneuvers (maneuver save Difficulty 12). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: nimble, rampage, spring attack, sprint, swipe, tear flesh, vault

Nurtured One of Yurtrus. The orc nurtured one of yurtrus has advantage on saving throws against poison and disease.

Relentless Endurance (Recharges after a Short or Long Rest). If the orc nurtured one of yurtrus is reduced to 0 health but not killed outright, it can drop to 1 health instead.

Actions (1)

Claws. Melee Weapon Attack: +3 to hit. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) necrotic damage.

Corrupted Vengeance. The orc nurtured one of yurtrus reduces itself to 0 health, triggering its Corrupted Carrier trait.

Forest, Grassland, Hill, Mountain, Underdarkvgtm

Maneuvers

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice. You also have advantage on Athletics checks to jump.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended and add the full stamina dice result to the attack’s damage roll.