Tartarus' Page

Background

Backstory here.

Description

Description here.

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Tartarus

Medium humanoid (half-ogre), neutral
Armor Class 15 Unarmored Defense
Hit Points 35 (3d12 + 9)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 7 (-2) 12 (+1) 8 (-1)

Saving Throws STR +5, CON +5
Skills Animal Handling +3, Athletics +5, Intimidation +5, Perception +3, Performance +1, Survival +3
Senses Darkvision 60 ft., Passive Perception 13, Passive Investigation 3, Passive Insight 6
Languages Almebezbik, Giant, Orc

Powerful Build. Tartarus counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.

Muscular. When Tartarus wields versatile weapons, he does damage as if he were using them in two hands. He can use two-handed weapons without disadvantage as one-handed weapons and also treat them as being wielded in two hands. He can use weapons sized for Large creatures as if he is large.

Hebetudinous. Tartarus has disadvantage on all Intelligence checks, and Wisdom (Insight) checks related to social interactions. If any of these checks are missed by 5 or more, he is frustrated by his lack of understanding and is compelled to break something in response.

Reckless Attack. When Tartarus makes his first attack on his turn, he can decide to attack recklessly, giving him advantage on melee weapon attack rolls using STR during this turn, but attack rolls against him have advantage until his next turn.

Danger Sense. Tartarus has advantage on DEX saving throws against effects that he can see while not blinded, deafened, or incapacitated.

Plains Barbarian Heritage. Tartarus has an excellent knowledge of not only your tribe’s territory, but also the terrain and natural resources of the rest of the Barbarian Plains. He is familiar enough with any wilderness area that he finds twice as much food and water as he normally would when he forages there. Additionally, he can call upon the hospitality of his people, and those folk allied with his tribe, often including members of druid circles, tribes of nomadic elves, and the priesthoods devoted to the gods of Nature.

Actions


Large Maul. Melee: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage.

Large Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Rage (2/day). As a bonus action enter a rage for up to 1 minute (10 rounds). Tartarus gains advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. He can't cast or concentrate on spells while raging. His rage ends early if he is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. He can also end his rage as a bonus action.

Frenzy. While raging, Tartarus can choose to frenzy. He can make a single melee weapon attack as a bonus action on each of his turns after this one. When his rage ends, he suffers one level of exhaustion.

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