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Excal-heim

Vorlath, Primal Heart CR: 25+23 (31 total)

Large primark [primordial goliath], angry (+6 prof)
Armor Class: 14
Hit Points: 275 22d10+154
Speed: 60 ft

STR

24 +7

DEX

18 +4

CON

24 +7

INT

15 +2

WIS

19 +4

CHA

20 +5

Saving Throws: Str +14, Dex +10, Con +11, Wis +10
Skills: Athletics +13, intimidation +20, Perception +10
Damage Resistances: cold, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: blinded, charmed, exhaustion
Senses: Blindsight 30ft., darkvision 120ft., passive Perception 20
Languages: All of Them. Can't read or write
Challenge Rating: 25+23 (31 total)

Entry roar. After his little speech (see below), Vorlath drops his axe and lets forth a deafening roar as his armor explodes off him.

  • Each creature that can hear him must make a DC 20 con save, becoming deaf till healed on a fail.
  • His new initiative order is the turn where Vorlath, Guardian of the wild died.
  • He starts at full hp.
  • If he survives as the primal heart for 24 hours, his armor regenerates and he becomes Vorlath, Guardian of the wild again.
  • Legendary Resistance (4/Day). If Vorlath fails a saving throw, it can choose to succeed instead.
    Protection of the Wild. Vorlath has advantage on all magical saving throws and cannot be transformed via magical means.
    Vicious Assault. Vorthal deals double damage to stunned creatures.
    Blood Frenzy. Vorthal has advantage on melee attack rolls against any creature that doesn't have all its hit points.
    Primal Wrath. Vorlath's remaining spell slots are converted into wrath charges. (16 if he hasn't used any)
    Presence of the Primal Heart. Non-champion creatures who start their turn within 120ft of Vorlath must succeed on a DC 21 Charisma Saving throw or fall to their knees and grovel. On a success, they become immune to this effect for 24 hours.

    Actions

    Multiattack. Vorlath makes four unarmed attacks, one of which can be replaced by a ground stomp or Choke Slam.   Warrior's Fist. Melee Unarmed Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (3d6+7) bludgeoning damage.
    Quake Stomp (1 Wrath). Vorlath slams his foot down unleashing a tremor wave in a 60-foot radius. Each creature in that area must make a DC 21 Dex Save. On a fail, they take a 14 4d6 bludgeoning damage and become stunned until the end of their next turn. The ground in that area becomes difficult terrain until cleared.
    Choke Slam (1 Wrath). Target creature within 10ft of Vorlath must make a DC 19 Str save or be choke-slammed into the ground, becoming prone. On a fail, they take 55 10d10 bludgeoning damage and become stunned until the end of their next turn. On a success, they take half-damage.
    Grand Slam Punch (3 Wrath). Vorlath dashes up to 40ft toward a creature, who must make a DC 21 Str save. On a fail, they take 16 3d6+7 bludgeoning damage as he uppercuts them 20ft into the air. Vorlath must then make a DC 19 Dex check. On a fail, the target lands prone. On a success, he grabs the creature as they fall and slams them into the ground, dealing 44 8d10 bludgeoning damage and stunning them until the end of their next turn.

    Legendary Actions

    Vorlath can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Vorlath regains spent legendary actions at the start of its turn.
    Primal Boost (1/round). After being hit, Vorlath can spend 1 wrath to regain 1 legendary action.   Move. Vorlath uses half his movement.
    Fist/kick Attack. Vorlath makes a Warrior's Fist/kick attack.
    Vital Roar (2 actions and 1 wrath). Vorlath lets loose an earsplitting roar and regains 40 6d10+7 hit points(players can see his wounds heal). This triggers opportunity attacks from all creatures who can reach him.

    Blood-crazed phase 2 of Vorlath, Guardian of the wild
    Speech: "I've given thee, courtesy enough! RAAAAAAA!!!"

    Created by

    stormgate_dnd.

    Statblock Type

    Monster

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