Rool
Storm King's Thunder p. 221
- Size
- Medium
- Type
- humanoid (half-orc)
- Alignment
- Any Non-Good Alignment
- AC
- 15 (studded leather armor)
- Hit Points
- 78 (12d8+24)
- Speed
- walk 30 ft.
- Saving Throws
- Dex +6, Int +4
- Skills
- Acrobatics +6, Deception +3, Perception +3, Stealth +9, Intimidation +1
- Resistances
- poison
- Senses
- darkvision 60 ft.
- Passive Perception
- 13
- Languages
- Thieves' cant plus any two languages, Orc
- Challenge
- 8
Traits
Assassinate
During its first turn, Rool has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Rool scores against a surprised creature is a critical hit.
Evasion
If Rool is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Rool instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn)
Rool deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Rool that isn't incapacitated and Rool doesn't have disadvantage on the attack roll.
recharge
1/TURN
Relentless Endurance
When reduced to 0 hit points, Rool drops to 1 hit point instead (but can't do this again until they finish a long rest).
Savage Attacks
When they score a critical hit, Rool can roll one of the weapon's damage dice and add it to the extra damage of the critical hit.
Actions
Multiattack
Rool makes two shortsword attacks.
Shortsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.