Torok
Torok CR: 11
STR
15 +2
DEX
18 +4
CON
16 +3
INT
8 -1
WIS
10 +0
CHA
8 -1
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.
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
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