Grog Strongjaw

Right, listen up. If you have ale, then you have a friend in Grog Strongjaw. A goliath of towering height and size, this barbarian has an appetite for the two great loves in his life: combat, women, and ale. Wait...

Easily the brains of the group, Grog is often consulted for his vast knowledge of shapes, colors, and shiny things. Also ale. In his early years, armed with his two-handed great axe, Grog often enjoyed proving his might amongst the ranks of his family's wandering herd.

But after coming upon an unsuspecting elderly gnome in the woods, he objected to the killing of such an innocent life. A creature of impulse, Grog felt only pity for this terrified little thing. His disobedience cost him dearly. Beaten bloody and banished by the herd leader, his uncle Kevdak, Grog was abandoned and left to die.

Exiled from his herd, it was then that the relative of the very gnome he fought to save, saved him. It was the kindness of a gnome cleric named Pike that healed Grog, bringing him back from death's edge. And they have remained close friends ever since. Most nights, Grog can be found challenging entire taverns to wrestling matches! Or accompanying Scanlan to the nearest house where you pay for, er, lady favors. Also ale.

Stones Endurance

Grog is extremely tough. Once per short or long rest he can subtract 1d12+5 from the damage of an attack made against him.

Powerful Build

Grog counts as a large character for purposes of carrying capacity and the weight he can push, drag, or lift.

Rage

In battle, Grog fights with primal ferocity. On his turn, he can enter a rage as a bonus action.While raging, he gains the following benefits if he isn't wearing heavy armor:

  • He has advantage on Strength checks and Strength saving throws.
  • When he makes a melee weapon attack using Strength, he gains a bonus to the damage roll +3.
  • He has resistance to bludgeoning, piercing, and slashing damage.

Grog's rage lasts for 1 minute. It 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 on his turn as a bonus action.

Once he has raged five times he must finish a long rest before he can rage again.

Unarmored Defense

While Grog is not wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier.

Reckless Attack

Grog can throw aside all concern for defense to attack with fierce desperation. When he makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.

Danger Sense

Grog gains an uncanny sense of when things nearby aren’t as they should be, giving him an edge when he dodges away from danger. He has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be Blinded, Deafened, or Incapacitated.

Primal Path: Path of the Berserker

The Path of the Berserker is a path of untrammeled fury, slick with blood.

  • Grog can go into a frenzy when he rages. If he does so, for the duration of his rage 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.
  • Grog can’t be Charmed or Frightened while raging. If he is Charmed or Frightened when he enters his rage, the effect is suspended for the duration of the rage.
  • when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
  • Grog can use his action to frighten someone with his menacing presence. When he does so, choose one creature that he can see within 30 feet of him. If the creature can see or hear him, it must succeed on a Wisdom saving throw DC 13 or be Frightened of him until the end of his next turn. On subsequent turns, he can use his action to extend the duration of this effect on the Frightened creature until the end of his next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from him.

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Grog Strongjaw



Grog

Goliath, Barbarian 15, Fighter 3, Chaotic Neutral


  • Armor Class 17
  • Hit Points 241(15d12 + 3d10 + 90)
  • Speed 50ft.

STR DEX CON INT WIS CHA
26 (+8) 15 (+2) 20 (+5) 6 (-2) 10 (+0) 13 (+1)

  • Senses passive Perception 10, Darkvision
  • Languages Common, Giant, Dwarven (Spoken Only)
  • Skill Proficiencies Animal Handling, Athletics, Intimidation, Survival
  • Feats Tough, Mobile, Great Weapon Master
  • Challenge 12 (8400 XP)

Stones Endurance. Can subtact 1d12+5 from an attack once per short or long rest.

Powerful Build. Grog counts as a large character for purposes of carrying capacity and the wieght he can push, drag, or lift.

Rage. 5 per long rest, +3 to damage

Unarmored Defense. AC=10+DEX+CON

Reckless Attack. Advantage on melee attacks, attacks against you have advantage on him until his next turn.

Danger Sense. Advantage on DEX saves from attacks you can see.

Primal Path. Path of the Berserker

Fast Movement. +10 speed

Feral Instinct. Advantage on Initiative checks.

Brutal Critical. Add 2 extra damage dice on critical Hits

Relentless Rage. Keep fighting despite grievous wounds.

Persistant Rage. Unending Rage.

Fighting Style. Battle Master

Second Wind. Once every short or long rest use a bonus action to heal 1d10+3 hp.

Action Surge. Once per short or long rest gain one extra action.

Actions

Multi-Attack. Grog makes 2 attacks or 3 attacks in a frenzied rage.

Blood Axe. Melee Weapon Attack: +14 to hit, reach 5', Hit 21 (1d12 + 12 plus 1d6 Necrotic) Gains 10 hit points back after each kill.

Firebrand Warhammer. Melee Weapon Attack: +13 to hit, reach 5', Hit 19 (1d10 + 11 plus 1d6 fire damage)

Dwarven Thrower. Melee/Ranged Weapon Attack: Range 5'/20'/60', Hit 21 (1d12 + 14) When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

Equipment

Titan Stone Knuckles. Legendary Gloves

Belt of Dwarven Kind. Grogs Constitution score increases by 2, to a maximum of 20. He has advantage on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, he has a 50 percent chance each day at dawn of growing a full beard. he has advantage on saving throws against poison, and has resistance against poison damage. He has darkvision out to a range of 60 feet. he can speak Dwarvish.

Boots of Levitation. Can use the levitation spell as an action at will.

Bag of Holding. Grog carries all of Vox Machina's extra stuff.

Dust of Tracelessness. Covers tracks.

Feral Instinct

Grog's instincts are so honed that he has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.

Brutal Critical

Grog can roll 2 additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Relentless Rage

Grog's rage can keep him fighting despite grievous wounds. If he drop to 0 hit points while he's raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.

Titan Stone Knuckles

Gloves (Require Attunement) When attuned, Grog's Strength score increases to 24, and they deal double damage to objects and structures. Once per day, Grog can also activate the knuckles to gain the effects of the Enlarge spell. Given sufficient space, Grog doubles in size and his weight is multiplied by 8. If there is not enough space to do this, Grog increases in size until he runs out of space. This effectively increases his size category by one, so Grog, a Medium creature, would become a Large creature. Grogs weapon grows with him, adding a d4 to its damage.

Fighting Style: Great Weapon Fighter

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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Grog Strongjaw

Martial Archtype: Battle Master

You learn three special maneuvers from the list below. You may only use one maneuver every time you take the attack action.

Superiority Dice: You start with 4 superiority dice. They are d8 and you use one whenever you use a maneuver. You regain them all when you finish a short or long rest.

  • Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
  • Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw.
  • Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Saving Throws: If a maneuver requires a saving throw, the DC is 8+ your proficiency bonus + your Strength or Dexterity modifier (your choice).

Student of war

Your study of the art of war not only in battle but out of it grants you a proficiency in an artisan tool of your choice.


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Credits
  • A big thank you to @TartanKiwi and @stevethegoblin for giving me permission to use their art for this. They are amazingly talented and I am honored they let me.
  • Also thank you to the Homebrewery for creating all the tools for being able to do this.
  • And thank you to Crit Roll Stats because that is where I got all the information and you guys do amazing work.
  • As a side note I would like to point out that CR 7 does seem low however it was determined using the rules in the DMG. Also IF you put all of Vox Machina together to determine an encounter CR with the whole group it is roughly a CR 26 encounter.

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Grog Strongjaw