General Al'grash Bloodaxe - AI-generated fantasy Monster

General Al'grash Bloodaxe

General Al'grash Bloodaxe is one of the most dangerous generals of the Blackmaw Horde. He earned his title by defeating rival clans in a series of brutal campaigns, each victory ending with the captured enemy commander executed beneath the Blackmaw banner. Unlike many orcish warlords, Al'grash understands logistics, terrain, and morale. He knows when to let lesser warriors die, when to withdraw, and when a single spectacular act of violence can win an entire battle. His loyalty to the Warchief is genuine, but it is also rooted in a belief that the Blackmaw Horde must remain united or be consumed by its enemies.

LargeHumanoid(Orc)CR Challenge 25, DeadlyLawful evil

General Al'grash Bloodaxe

orcwarlordcommandercontrollerbossblackmaw-hordestronghold
HP455AC+18SPD40 ft.CRChallenge 25, DeadlyAthleticsIntimidationPerceptionSurvival
STR
20
save
DEX
20
CON
28
save
INT
14
WIS
18
save
CHA
20
save
Blackmaw General. Al'grash has advantage on saving throws against spells and other magical effects. In addition, he cannot be frightened or forcibly moved while he is within 10 feet of the Blackmaw Command Banner.
Merciless Opportunist. If Al'grash makes a melee weapon attack against a creature that is frightened, prone, or marked by Executioner's Mark, the attack deals an extra 7 () damage.
Relentless Commander. Al'grash can take one additional reaction each round, but only to use Rally the Unbroken or Interpose the General. He regains spent reactions at the start of his turn.
Blood Feeds the Horde. When Al'grash scores a critical hit or reduces a creature to 0 hit points, each allied Blackmaw creature within 60 feet that can hear him may immediately move up to half its speed and gains advantage on its next attack before the end of its next turn.
Battlefield Authority. Al'grash has advantage on initiative rolls. Allied Blackmaw creatures within 60 feet of him add to their initiative rolls and cannot be surprised while he is conscious.
Multiattack. The general makes three attacks, using Great Axe or Bloodcurdling Command in any combination.
Great Axe. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 25 () slashing damage plus 9 () necrotic damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 15 feet and knocked prone.
Bloodcurdling Command. The general roars an order charged with supernatural force. Each enemy of the general within 60 feet that can hear it must make a Wisdom saving throw. On a failed save, a creature takes 18 () psychic damage and is frightened until the end of the general's next turn. On a successful save, it takes half damage and is not frightened. Allies of the general within 60 feet that can hear the roar may immediately move up to half their speed without provoking opportunity attacks.
Warquake. The general slams the axe into the ground, creating a shockwave in a 20-foot-radius sphere centered on a point he can see within 60 feet. Each creature in that area must make a Dexterity saving throw, taking 31 () thunder damage and falling prone on a failed save, or half as much damage without falling prone on a successful one. The area becomes difficult terrain until the end of the general's next turn.
Executioner's Mark. The general marks one creature he can see within 90 feet for execution. Until the end of the general's next turn, the marked creature has disadvantage on saving throws against being frightened or knocked prone, and the general's attacks against it deal an extra 10 () damage. The mark ends early if the general becomes incapacitated.
Interpose the General. When a creature Al'grash can see within 10 feet of him is hit by an attack, Al'grash moves up to 10 feet and becomes the target of the attack instead, provided he is a legal target. He then makes one Great Axe attack against the attacker.
Rally the Unbroken. When an ally within 60 feet fails a saving throw against being frightened, charmed, or stunned, Al'grash allows that ally to repeat the saving throw, adding to the result. On a success, the ally is immune to the triggering effect until the end of its next turn.
Commanding Advance. Al'grash moves up to half his speed without provoking opportunity attacks, or makes one Great Axe attack.
Strike as One. One allied creature within 60 feet that can hear Al'grash may use its reaction to make one weapon attack or move up to its speed without provoking opportunity attacks.
Marked for Death (Costs 2 Actions). Al'grash uses Executioner's Mark without requiring an action, or uses Bloodcurdling Command if it is available.
Shattering Blow (Costs 3 Actions). Al'grash uses Warquake. He cannot use Warquake again until the start of his next turn.
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