Grom the Cleaver-Chief

Locals whisper of the Cleaver-Chief who once butchered the magistrate's herd in a single night and left one boy alive to tell the tale. Stories say he carves trophies from his victims' jawbones and braids them into his banner.

MediumHumanoid(Orc)CR Moderate (CR 5 encounter intended for a party of four 5th-level characters)Chaotic Evil

Grom the Cleaver-Chief

orcleadermeleebleedtactical
HP85AC16SPD30 ftCR5 (1,800 XP)AthleticsIntimidationPerception
STR
18
save
DEX
12
CON
18
save
INT
10
WIS
12
CHA
14
Commanding Presence. Allies within 10 feet of the orc gain a +1 morale bonus to attack rolls as long as Grom is conscious and not stunned.
Hardy Scars. Grom is used to fighting through wounds. He has advantage on saving throws against disease and poison and regains an additional 3 hit points at the end of a short rest.
Inspiring Shout. As a bonus action, Grom can let out a harsh, inspiring laugh. Up to three allies of his choice within 30 feet that can hear him gain temporary hit points equal to + his Charisma modifier (minimum 1). He can use this once per short or long rest.
Butcher Cleaver. The butcher cleaver is a brutal, oversized kitchen blade modified into a war weapon. On a hit the target takes slashing damage and may be left bleeding.
Multiattack. The orc makes two melee attacks with its butcher cleaver.
Butcher Cleaver (attack). Melee Weapon Attack: to hit, reach 5 ft, one target. Hit: 13 () slashing damage. If the target is a creature, it must succeed on a Constitution saving throw or bleed, taking 3 () necrotic damage at the start of each of its turns. A creature can use an action to staunch the wound and end the bleeding on itself on a success of a Wisdom (Medicine) check or by using a healing spell or a potion. The bleed ends automatically after 1 minute.
Cleave and Drive. The orc swings the butt of the cleaver or shoves with the flat of the blade. Melee Weapon Attack: to hit, reach 5 ft, one target. Hit: 9 () bludgeoning damage and the target is pushed 10 feet away and must succeed on a Strength saving throw or be knocked prone.
Tactical Command. The orc issues a short, brutal command. All allies of the orc within 30 feet that can hear and see it gain advantage on their next attack roll before the end of the orc's next turn. The orc can use Tactical Command once, and it regains the use if it finishes a short or long rest.
Parry. When a creature the orc can see hits him with a melee attack, he can add 3 to his AC against that attack, potentially causing it to miss. He must decide to use this before knowing the outcome of the attack roll.
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