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Garrok Badar CR: 11

Large humanoid, fiend (tiefling), lawful evil
Armor Class: 18 (Studded Armor)
Hit Points: 200
Speed: 25 ft

STR

22 +6

DEX

17 +3

CON

21 +5

INT

12 +1

WIS

16 +3

CHA

17 +3

Saving Throws: Str. +10, Dex. +7, Con. +7
Damage Resistances: Cold, Bludgeoning, Piercing
Damage Immunities: Fire
Senses: Darkvision 120 ft. Passive Perception 13
Languages: Infernal, Common
Challenge Rating: 11

Garroks’s spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring no material components.  

  • 1st level: (3)
  • - Detect Magic, Hex, Hellish Rebuke
  • 2nd level: (2)
  • - Levitate
  • 3rd level: (1)
  • - Haste
  • 4th level: (1)
  • - Wall of Fire


    Magic Resistance.Garrok has advantage on saving throws against spells and other magical effects.   Devil's Sight. Magical darkness doesn't impede his darkvision.

    Actions

    Green Flame Blade Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage. If the target is a creature other than a construct, it must succeed on a DC 17 Wisdom saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time Garrok hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.   Fireball (2/day) A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.   The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.    

    Reactions

    Hellish Rebuke. The Hellish Rebuke spell from Garrok's Innate Spellcasting is cast as a reaction.

    Legendary Actions

    Chains   Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 10 (1d8 + 6) piercing damage.   On a successful hit, the target must succeed a DC 12 Dexterity saving throw or be caught by the hook at the end of the chain, becoming Grappled.   Garrok has 4 chains that can be used to attack. A chain that is currently grappling a creature cannot make an attack. If more than one creature is grappled by Garrok's chains, he has a -3 penalty to contested checks when creatures attempt to free break free of the chains.


    Created by

    AnthonyMDM.

    Statblock Type

    Monster

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