```metadata title: Action Oriented Tanarukk description: |- Action Oriented Tanarukk after the design of Matt Coleville. Basically an Orc/Fiend Barbarian with a few neato abilities. tags: '' systems: - 5e renderer: legacy ``` ___ ___ > ## Tanarukk >*Medium Fiend (Demon, Orc) chaotic evil* > ___ > - **Armor Class** 15 > - **Hit Points** 110 > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+4)|16 (+3)|18 (+4)|7 (-2)|5 (-3)|16 (+3)| >___ > - **Saving Throws** STR +7, CON +7, DEX +6, > - **Condition Immunities** Frightened > - **Damage Resistances** Poison, fire, cold, bludgeoning, piercing, and slashing except from silvered weapons, or those dipped in holy water > - **Damage Vulnerabilities** Psychic, Radiant > - **Senses** Darkvision 90 ft. Passive Perception 12 > - **Languages** Orc, Common, Abyssal > - **Challenge** 7 (2900 XP) > ___ > ***Aggressive.*** As a Bonus Action, the Tanarukk can move up to its speed toward a hostile creature it can see. > > ***Magic Resistance.*** The Tanarukk has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The Tanarukk makes two Greatsword attacks. > > ***Greatsword.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 14 (2d6 + 4) Slashing damage. > > ### Bonus Actions > ***Shove/Toss.*** The Tanarukk shoves a target within 5 ft. the target must succeed a DC 15 STR or DEX saving throw or be pushed/thrown 10 ft. from the Tanarukk’s position in a direction of the Tanarukk’s choice and knocked prone. If the target hits another creature, the other creature must make a DC 12 DEX or STR save or be knocked prone as well. > ### Reactions > > ***Unbridled Fury.*** In response to being hit by a melee attack, the Tanarukk can make one melee attack with advantage against the attacker. > ### Villain Actions (optional) > > ***Round One.*** The Tanarukk rushes into battle, moving up to its speed, avoiding opportunity attacks while doing so. It can attempt to grab any one creature it passes within 5 ft. of, that creature must make a DC 15 DEX or STR saving throw or be grappled and dragged along with the Tanarukk. Upon arriving at its destination, the Tanarukk tosses the affected creature 10 ft. in any direction. If the tossed creature hits another creature, that creature must make a DC 15 STR or DEX saving throw or be knocked prone. > > ***Round Two.*** The Tanarukk releases a primal scream of rage, any creatures within 15 ft. of the Tanarukk must succeed on a DC 13 WIS saving throw, creatures that fail the save make any attacks against the Tanarukk with disadvantage until the beginning of the Tanarukk’s next turn. > > ***Round Three.*** The Tanarukk can move up to 10 ft. for optimal positioning, then the Tanarukk sweeps its Greatsword in a large arc around itself. It rolls an attack as normal, any enemies within 5 ft. of the Tanarukk that the attack would hit take the weapon’s damage (2d6 + 4) as if hit normally and must make a DC 13 STR saving throw or be knocked prone