Darlingverse/Grut/Statblock
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Grut Statblock
Grut is the Embodiment of Raw, Unfiltered Will, representing Darling's primal aggression, sheer physical strength, and refusal to surrender.
Core Stats & Proficiencies
- Gender: Male (He/Him)
- Race/Class: Half-Orc / Barbarian (Totem/Bear)
- Armor Class (AC): 16 (Unarmored Defense: 10 + DEX + CON)
- Hit Points (HP): 110 (10 hit dice)
- Speed: 40 ft.
- STR 20 (+5), DEX 14 (+2), CON 18 (+4), INT 9 (-1), WIS 12 (+1), CHA 10 (+0)
- Proficiency Bonus (PB): +4
- Perception: Darkvision
- Saving Throws: Strength +9, Constitution +8
- Skills: Athletics +9, Intimidation +4, Survival +5, Perception +5
Combat & Tactical
- Weapon: Greataxe +1 (Melee Attack)
- Attack: +10 to hit, Reach 5 ft., one target.
- Damage: 1d12 + 6 Slashing damage.
- Savage Attacks (crit): Grut uses one extra damage die on a critical hit.
- Extra Attack: Grut can attack twice whenever he takes the Attack action on his turn.
- Reckless Attack (Attack): When making an attack Grut can choose to gain advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against him have advantage until his next turn.
- Indomitable Might (Passive): If a Strength check (dice + bonus) is less than his Strength score (20), Grut can use the score instead of the check result.
- Relentless Endurance (Passive): If Grut is down to 0 HP he can choose to have 1 instead. (1/Long Rest)
Rage (5/Long Rest)
Grut can enter a rage as a Bonus Action. It lasts for 1 minute or until he is knocked unconscious or chooses to end it.
- While Raging:
- Grants advantage on Strength checks and Saving Throws.
- Adds +3 bonus damage to melee weapon attacks (i.e. 1d12 + 9 total damage with Greataxe).
- Grants Resistance to all damage types except Psychic damage.
- When Grut scores a critical hit, he can, as a Reaction, transfer some of the destructive prowess dealt to protect an ally, granting it 1d12+4 temporary hit points.
- Power Roar (Bonus Action): Grut let's out a reverberant a guttural roar, summons his inner pain and granting him extra prowess. Grut takes 1d12 unpreventable damage and deals 1d12 extra damage on attacks until the start of his next turn that (doubled on a crit, i.e. 5d12 on a crit).
Darlingverse Stabilization
These abilities focus on restoring physical power, clearing emotional blocks, and using raw force to suppress threats.
1. Minor Stabilization: Brute Force Reset (Bonus Action or Reaction)
- Requirement: Grut must be Raging or have taken damage since his last turn.
- Effect: Grut channels raw aggression to break through mental interference. He uses a Bonus Action to grant an ally within 30 ft. Advantage on their next Attack Roll that relies on Strength or Dexterity. Alternatively, he can use a Reaction when an ally within 30 ft. fails a saving throw against an Aberration's ability, granting that ally Advantage on their next saving throw against the same type of effect.
2. Major Stabilization: Primal Grounding (Action & 1 Minute Focus)
- Requirement: Grut must expend a Rage use and continue stomping/roaring within the area for the duration.
- Effect: Grut forcibly grounds the chaotic reality into physical stability. This ability requires a state of Primal Will rather than mental Concentration, but otherwise functions as Concentration. When initiating, and at the start of Grut's consecutive turns, all Aberrations within a 30-foot radius must succeed on a DC 17 Strength Saving Throw or be slowed (speed halved, only one action/reaction) until Grut's next turn. If Grut maintains this state of Primal Will for a full minute, the ritual cleanses any debuffs that his allies suffer from Aberrations in the area, and all physical structures gains cohesion, making the area difficult terrain for Aberrations also dealing 1d6 radiant damage to Abberation once per turn for the next 24 hours. If the ritual is interrupted before the full minute, Grut's current Rage also ends.