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Durge
\pagebreak ___ ___ > ## Durge >*Large Monstrosity, Chaotic Evil* > ___ > - **Armor Class** 18 (Cybernetic Armor) > - **Hit Points** 250 (20d10 + 126) > - **Speed** 40 ft., climb 30 ft., fly 30 ft.(jetpack) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|16 (+3)|24 (+7)|16 (+3)|12 (+1)|14 (+2)| >___ > - **Saving Throws** Str +13, Con +13, Cha +8 > - **Skills** Intimidation +8, Perception +7, Survival +7, Athletics +13 > - **Damage Resistances** bludgeoning, piercing, and slashing from weapons that are non-magical. > - **Condition Immunities** grappled, restrained, paralyzed, stunned, petrified > - **Senses** darkvision 120 ft., passive Perception 17 > - **Languages** Galactic Common, Gen'Dai > - **Challenge** 18 (22,000 XP) > ___ > ### Traits > > ***Regeneration.*** Durge regains 30 hit points at the start of Durge's turn. If Durge takes acid or fire damage, this trait doesn't function at the start of the Durge's next turn. Durge dies only if he starts his turn with 0 hit points and doesn't regenerate. > >***Veteran of War.*** After fighting in battles for over two thousand years, Durge has learned the following battlemaster maneuvers and can use a maneuver once per turn. The save DC for his maneuvers is 22 and his superiority dice are d12s. > >Disarming Attack, Trip Attack, Menacing Attack, Parry > >***Reckless Attack*** At the beginning of Durge's turn, he can choose to make all melee attacks with advantage until the end of the turn. However, until the beginning of his next turn, all attacks have advantage against him. > >___ > ### Actions > ***Multiattack.*** Durge makes two Tendril Slam attacks. He can replace any of these with either two VibroLance attacks or two Heavy Blaster attacks. > > ***Tendril Slam.*** Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: 21 (3d8+7) bludgeoning damage and the target is grappled if large or smaller (Escape DC 19). He can only grapple two creatures at a time and can use a bonus action to pull them to a space adjacent to himself. > > ***VibroLance.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (1d12+7) piercing damage. This attack has disadvantage to hit within 5 ft. > > ***Heavy Blaster.*** Ranged Weapon Attack: +13 to hit, ranged 50/200 ft., one target. Hit: 11 (1d6 + 7) fire damage. > > ***Tendril Bloom (Recharge 5-6).*** Durge releases tendrils from his body whipping dangerously. Each creature within 30 ft. must make a DC 22 Strength saving throw. On a failed save, a target takes 21 (6d6) bludgeoning damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. >
\pagebreak ___ > ### Legendary Actions > >Durge can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Durge regains spent legendary actions at the start of his turn. > >***Leap*** Durge moves up to half his speed without provoking attacks of opportunity. > >***Bolas.*** Ranged Weapon Attack: +13 to hit, ranged 20/60 ft. Target creature is restrained until freed. A creature can use its action to make a DC 13 Dexterity check, freeing itself or another creature within its reach on a success. The bolas has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. > >***VibroFlail.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (2d4+7) piercing damage. This attack has advantage against targets wielding shields. > >***Wrist Flamethrower (Two Actions).*** Each creature within a 15 ft. cone must make a DC 22 Dexterity saving throw taking 25 (7d6) fire damage on a failure and half as much on a success. > >***Machine Gun Gauntlet (Two Actions).*** Range 60/240 ft. Durge unloads a volley of Flechette at a spot within range. Each creature within 10 ft. of that point must succeed a DC 22 Dexterity saving throw or take 14 (2d6+7) fire damage. If the point chosen is more than 120 ft. away, the creatures have advantage on their saving throw. > >***Engulf (Three Actions)*** Durge makes a Tendril Slam attack against one grappled creature within 5 ft. On hit, they take the normal damage but are absorbed into his mass of nerves and muscles. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Durge, and it takes 27 (6d8) bludgeoning damage at the start of each of Durge's turns. If Durge takes 30 damage or more on a single turn from a creature inside it, Durge must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which fall prone in a space within 10 feet of Durge. If Durge is reduced to 0 hp, a swallowed creature is no longer restrained by it and can escape from the pile of nerves and muscles using 5 feet of movement, exiting prone. >
\pagebreak Art Credit: Page 1: Dark Horse Comics (Republic 51: The New Face of War, Part 1) Page 2 and 3: *Background Dark Horse Comics (STAR WARS: EMPIRE #28) Page 2: *Bottom Lucas Films & Cartoon Network Studios (Star Wars Clone Wars 2003) Page 3: *All on Right Lucas Films & Cartoon Network Studios (Star Wars Clone Wars 2003)