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Torok

Torok CR: 11

Small humanoid, true neutral
Armor Class: 18 (Mithril Plate, 20 with Shield)
Hit Points: 121 (13D10+33)
Speed: 30 ft

STR

15 +2

DEX

18 +4

CON

16 +3

INT

8 -1

WIS

10 +0

CHA

8 -1

Saving Throws: Strength +7, Constitution +8
Skills: Acrobatics +9, Animal Handling +5, Athletics +7, Intimidation +4
Senses: Darkvision 60ft., Passive Perception 10
Languages: Common and Goblin
Challenge Rating: 11
Proficiency Bonus: +5

Special Equipment. Torok wears mithril plate armour and carries a musket and pistol.   Action Surge (Recharges on a short or long rest). Torok can take an additional action during this turn.   Combat Superiority (5/short or long rest). When Torok make an attack, he can choose to add one of the follow effects to the attack:

  • Disarming Attack. When Torok hits a creature with a weapon attack, he adds 1D10 to the damage roll and the target must make a DC 17 Strength saving throw. On a failed save, it drops an object you choose. The object lands at its feet.
  • Maneuvering Attack. When Torok hits a creature with a weapon attack, he adds 1D10 to the damage roll and he chooses a friendly creature who can see or hear him. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of his attack.
  • Parry. When another creature damages Torok with a melee attack, he can use his reaction to reduce the damage by 1D10+4.
  • Precision Attack. When Torok makes a weapon attack roll against a creature, he adds 1D10 to the attack roll.
  • Quick Toss. As a bonus action, Torok can make a spiked net attack. If he hits, he adds 1D10 to the damage roll.
  • Sweeping Attack. When Torok hits a creature with a melee weapon attack, he chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage 1D10 damage. The damage is of the same type dealt by the original attack.
  • Trip Attack. When Torok hits a creature with a weapon attack, he adds 1D10 to the damage toll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, he knocks the target prone.
Fury of the Small (Recharges on a short or long rest). When Torok deals damage to a Medium or larger creature, he adds an additional 13 points of damage.   Indomitable (2/Day). If Torok fails a saving throw, he can choose to reroll and take the new roll.   Know your Enemy. If Torok Spends 1 minute observing a creature outside of combat. He learns two of the folling character istics in relation to his own: Strength Score, Dexterity Score, Constitution Score, Armour Class, Current Hit Points, Total Class Levels (if any), or Fighter Class Levels (if any).   Mounted Combatant. While mounted, Torok: has advantage on melee attack rolls against any unmounted creature that is smaller than your mount; can force an attack targeted at his mount to target him instead; and if his mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Multiattack. Torok makes three attacks with his musket. He can replace any amount of them with either pistol, scimitar or spiked net attacks (Torok carries one spiked net).   Musket. Ranged Weapon Attack: +11 to hit, or +6 to hit, reach 120ft., one target. Hit: 1D12+4 piercing damage, or 1D12+14 piercing damage. This attack ignores half and three quarters cover and being within 5 feet of a hostile creature doesn't impose disadvantage on the ranged attack rolls.   Pistol. Ranged Weapon Attack: +11 to hit, or +6 to hit, reach 90ft., one target. Hit: 1D10+4 piercing damage, or 1D10+14 piercing damage. This attack ignores half and three quarters cover and being within 5 feet of a hostile creature doesn't impose disadvantage on the ranged attack rolls.   Scimitar. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 1D6+4 slashing damage.   Spiked Net. Ranged Weapon Attack: +11 to hit, or +5 to hit, reach 5/15ft., one Large or smaller target. Hit: the target is restrained (escape DC 10), or 10 piercing damage and the target is restrained (escape DC 10). Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When a creature uses an action, bonus action, or reaction to attack with a net, they can make only one attack regardless of the number of attacks they can normally make.

Bonus Actions

Nimble Escape. Torok takes the disengage or hide action.   Second Wind (Recharges on a short or long rest). Torok regains 1D10+13 hit points.

Physical Description

Specialized Equipment

  • Mithril Plate Armour
  • Experimental firearms from the gnomes of the Karstmore.

Mental characteristics

Personal history

Torok was once a soldier from the city of Dakhaar in The Darastix Dominion. During this time, he was paired with a worg, which was traditional for all soldier in the city, named Sköll. In his time as a soldier, he and Sköll became very adept at their craft. Even after retiring, when Queen Ixenvor called for a company of goblins to retrieve an Orb of Dragonkind from the volcano, Korfel's Ruin Torok was summoned to join the company.   Torok failed to acquire the orb and was almost killed by the red dragon herself in the process. This betrayal caused Torok to swear his revenge on his once queen. He teamed up with the orc Ogog, and the pair agreed to search for the wizard Korfel to gain his support in taking down Queen Ixenvor. In return Torok agreed to help Ogog search for the fire genasi Tana.
Alignment
True Neutral
Current Location
Species
Year of Birth
458 42 Years old
Birthplace
Dakhaar
Children
Gender
Male (he/him)

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