Akrasha Bloodthunder
Akrasha Bloodthunder
Sheet
AC 12 · HP 186 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
29 featuresAction
- SentinelLevel 12
Akrasha's Sentinel feat reduces a creature's speed to 0 when she hits it with an opportunity attack, allows her to make opportunity attacks even when creatures take the Disengage action, and lets her use her reaction to attack a creature within reach that attacks someone other than her.
Bonus action
- Enter Rage
When Bonus action
As a bonus action, Akrasha enters a rage, gaining her rage benefits for up to 1 minute.
- Wolf's Crushing Challenge
When Hit a Large or smaller creature while raging
When Akrasha hits a Large or smaller creature with a melee weapon attack while raging, she can use a bonus action to knock it prone.
- RageLevel 1
Akrasha can enter a battle fury as a bonus action. She has five rages per long rest. While raging, she has advantage on Strength checks and Strength saving throws, gains a +3 bonus to melee weapon damage using Strength, and resistance to bludgeoning, piercing, and slashing damage. Rage lasts for 1 minute, ending early if she is knocked unconscious or fails to attack or take damage each turn.
- Totemic Attunement, WolfLevel 14
Akrasha chooses the wolf for Totemic Attunement. While raging, she can use a bonus action to knock a Large or smaller creature prone when she hits it with a melee weapon attack.
- TraitOrcAggressive, as a bonus action, Akrasha can move up to her speed toward a hostile creature she can see or hear.
Always on
- Twin Thunder
When Attack action
Akrasha makes two greataxe attacks when she takes the Attack action.
- Reckless Attack
When First attack on her turn
Akrasha makes a melee weapon attack with advantage, but attacks against her have advantage until her next turn.
- Sentinel Strike
When A nearby creature attacks someone other than Akrasha
When a creature within her reach attacks a target other than Akrasha, she can use her reaction to make a melee weapon attack against that creature.
- Unarmored DefenseLevel 1
While not wearing armor, Akrasha's AC equals 10 + her Dexterity modifier + her Constitution modifier. She can still use a shield and retain this benefit.
- Totem Spirit, BearLevel 3
Akrasha chooses the Totem Spirit feature and bears the spirit of the bear. While raging, she has resistance to all damage except psychic damage.
- Ability Score ImprovementLevel 4
Akrasha chooses two additional ability score improvements or feats. She has chosen the Tough feat and Sentinel feat.
- Extra AttackLevel 5
Akrasha can attack twice, instead of once, whenever she takes the Attack action on her turn.
- Fast MovementLevel 5
Akrasha's speed increases by 10 feet while she is not wearing heavy armor.
- Danger SenseLevel 2
Akrasha has advantage on Dexterity saving throws against effects she can see, such as traps and spells. She cannot use this benefit while blinded, deafened, or incapacitated.
- Aspect of the Beast, BearLevel 6
Akrasha chooses the bear for Aspect of the Beast. She has exceptional strength and can carry, push, drag, or lift twice the normal amount. Her carrying capacity is doubled, as is the amount she can push, drag, or lift.
- Feral InstinctLevel 7
Akrasha has advantage on initiative rolls. If she is surprised at the start of combat and is not incapacitated, she can act normally on her first turn, but only if she enters her rage before doing anything else.
- Ability Score ImprovementLevel 8
Akrasha can choose one additional ability score improvement or feat. She has chosen the Sentinel feat.
- Brutal Critical, One DieLevel 9
Once per turn while raging, when Akrasha scores a critical hit with a melee weapon attack, she rolls one additional weapon damage die when determining the extra damage.
- Relentless RageLevel 11
While raging, if Akrasha drops to 0 hit points and does not die outright, she can make a DC 10 Constitution saving throw to drop to 1 hit point instead. Each use after the first before a long rest increases the DC by 5, resetting after a long rest.
- Ability Score ImprovementLevel 12
Akrasha can choose one additional ability score improvement or feat. She has chosen the Tough feat. The Tough feat increases her hit point maximum by 30.
- Persistent RageLevel 15
Akrasha's rage ends early only if she falls unconscious or chooses to end it. She no longer needs to attack or take damage each turn to maintain her rage.
- Brutal Critical, Two DiceLevel 13
Akrasha rolls two additional weapon damage dice instead of one when determining the extra damage from a critical hit with a melee weapon attack while raging.
- ToughLevel 8
Akrasha's Tough feat increases her hit point maximum by an amount equal to twice her level, adding 30 hit points at level 15.
- TraitOrcDarkvision, 60-foot range.
- TraitOrcMenacing, proficiency in the Intimidation skill.
- TraitOrcPowerful Build, counts as one size larger when determining carrying capacity and the weight she can push, drag, or lift.
- TraitOrcSunlight Sensitivity, disadvantage on attack rolls and Wisdom (Perception) checks relying on sight while in direct sunlight.
- WandererOutlander
Akrasha has an excellent memory for maps, terrain, weather, and landmarks. She can find food and fresh water for herself and up to five other people each day, provided the land offers such resources. She also remembers the general layout of terrain, settlements, and natural features she has traveled through.
Gear
11 itemsWeapons
- GreataxeA massive two-handed axe with a dark iron head and a haft wrapped in red-dyed leather.
- 2×HandaxeBalanced handaxes used as backup weapons or thrown weapons.
- 4×JavelinWooden-shafted spears suitable for throwing or close combat.
Armor
- Hide armorA heavy hide belt, bone ornaments, and layered leather protection worn as ceremonial tribal gear.
Tools
- FluteA carved bone flute taken from an elder of Akrasha's former band.
- Hunting trapA carefully set iron trap used for hunting and protecting camps.
Gear
- Explorer's PackA sturdy pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and basic travel gear.
- Trophy from an animalA preserved claw from a great plains predator Akrasha hunted alone.
- Traveler's clothesRugged clothing suitable for travel across the Central Plains Askia.
- PouchCoins carried in a stitched leather pouch.
Purse
- 10×Gold piecesStarting currency from the Outlander background.
Appearance
Akrasha is a powerfully built female orc with broad shoulders, deep green-gray skin weathered by years beneath the open sky, and long black hair woven into heavy braids. Red war tattoos run from her temples down her neck and across both arms, marking victories, oaths, and the names of fallen rivals. A pale scar cuts across her right eye, which remains sharp and watchful beneath it. Her pronounced tusks show whenever she smiles, which is often just before a challenge. Her hands are massive and heavily callused, with cracked knuckles and darkened palms from years of axe work, reins, climbing, and striking stone. She wears hide, iron, and trophies from the plains, carrying herself with the unhurried confidence of someone accustomed to being obeyed.
Mannerisms
Akrasha rolls one shoulder before entering a room, as though testing the wind. When listening to someone, she watches their hands more than their face. She speaks in short, deliberate sentences, and when angry she becomes quieter rather than louder. Before battle, she touches the scar over her eye and whispers the names of the dead.
Personality
Akrasha is direct, fearless, and intensely observant. She respects courage even in enemies, dislikes elaborate plans that hide cowardice, and has a dry sense of humor that emerges at the worst possible moments. She is protective toward travelers, exiles, and anyone who has been denied a place to stand. Though she appears impulsive, she remembers every promise and insult with remarkable precision.
Ideals
Strength should shelter the weak, not merely rule them. A leader earns obedience by standing in the same rain, hunger, and danger as everyone beneath her banner.
Bonds
The Red Thunder orcs are Akrasha's chosen family, and she will cross any distance to recover one of their captives or avenge one of their dead. She is bound to the Central Plains Askia, believing its rivers, grazing routes, and ancient standing stones belong to all who have survived there. She also keeps the broken axe-head of the first chieftain she defeated, a reminder that strength without mercy creates only more enemies.
Flaws
Akrasha treats compromise as weakness and often turns disagreements into contests of strength or nerve. She is suspicious of anyone who offers loyalty too quickly, yet she can be manipulated by a direct challenge. She also believes that retreat must always be paid for with a future victory, which can lead her and her followers into battles they should avoid.
Quirks
Background
Akrasha Bloodthunder was born among the scattered orc bands of the Central Plains Askia, where leadership belonged to whoever could keep a people alive through drought, winter, and blood feud. She learned the plains by touch and scent, sleeping beneath overturned wagons, tracking game across cracked earth, and reading storms in the color of distant grass. Her first axe was a stone-headed tool used to break salt deposits. Her second was taken from a rival chieftain after Akrasha defeated him in single combat and spared his life, a decision that earned her both enemies and followers. When raiders, human settlers, and rival orc clans began driving the plains people from their ancestral routes, Akrasha gathered those who would follow her. She did not promise peace. She promised that no one under her banner would starve alone or kneel cheaply. Her faction became known as the Red Thunder, marked by the tattoos she paints before every campaign. Akrasha fights with the fury of the storm-winds that sweep Askia, but her strength is guided by the old spirits of the land. The bear teaches her endurance, the wolf teaches her to bring down threats larger than herself, and the open plains remind her that every throne is temporary.
“Her first axe was a stone-headed tool used to break salt deposits.”
- Background
- Outlander
Connections
Species
Orc
Media
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