Grunna Ironsnout
Medium Animyst: Boar, Gnawfangs Operative, Chaotic Good
Armor Class 15
Hit Points 54
Speed:
30 Feet
Saving Throws STR +8 and CON +5
Skills Athletics +8, Intimidation +3, Stealth +6. Survival +4
Senses Passive Perception 11
Languages English, Spanish
Challenge Rating CR 5 (1,800 xp)
Proficiency Bonus +3
Description
Her imposing, heavily muscled physique is a testament to her raw strength and survivalist prowess, enhanced by the weathered details of her scarred skin and bristled fur. A vivid crimson mohawk slices through the grime and ash, symbolizing rebellion and resilience. Her sharp tusks curve menacingly from her snout, and her steely eyes radiate tactical focus and feral determination. Clad in a patchwork of worn combat gear and scavenged armor, she wields a rugged, futuristic machine gun with practiced ease.
Ideals
Grunna believes that strength—both of arm and of will—is the key to survival, and she respects those who fight for their own.
Bonds
Grunna keeps a weathered locket hidden beneath her armor containing a sketch of her younger sister, whom she hasn't seen since she has awakened. Her sister is not awakened.
Flaws
Grunna’s temper flares quickly, and once provoked, she often chooses violence over negotiation—even when it risks alienating allies.
Suggested Environments
The Enclave
VIG 10 and SAN 8
Juggernaut Ladder Gains (5th lvl)
You recover 1 hit point every hour, provided that you have at least one hit point.
Good Cardio (4th lvl)
Your speed is not reduced when moving through difficult terrain
Whispers of the Drain
You know the hidden paths and signs used by the Enclave. While in or beneath a settlement, you can always find a hidden route to avoid notice, smuggle items or creatures, or deliver messages to other Enclave agents. You also gain advantage on Deception checks when interacting with surface dwellers unfamiliar with the Awakened.
Take A Bullet
Beginning when you choose this archetype at 3rd level, you can select one creature within reach to be your focus. As long your focus remains in reach of you, it can use your AC if higher than its own. If your focus is hit by an attack or fails a Dexterity saving throw, you can take the entire damage and/or effects instead. When you move, you can pull your focus with you. Once you select your focus, you cannot select another until after you take a short or long rest. If your focus moves out of reach, it no longer benefits from this ability until it or you return.
Respawn
If reduced to 0 hit points, as a reaction, spend and roll all your remaining hit dice. If any result is a 1, you teleport up to 100 feet to any location and regain hit points equal to half your total hit die roll (you do not fall prone, and you are not unconscious).
Shrapnel
When you hit a creature with a ranged attack using the auto or auto-heavy property, one creature within 5 feet of the first target (10 feet with auto-heavy) takes damage equal to your Dexterity or Strength modifier.
Tier 2. Increase the range by 10 feet (15 and 20 feet, respectively).
Imposing Frame
You can spend 30 feet of movement and gain a +1 bonus to AC and provide half-cover for all allies within 5 feet until the beginning of your next turn. You also have advantage against checks and saves from being moved against your will until the beginning of your next turn.
Tier 2
Allies now gain three-quarters cover.
A target with three--quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three--quarters cover if about three--quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Tier 3
The bonus to AC increases to +2.
Tier 4
Imposing Frame now only costs 20 feet of movement.
Enclave
Hidden deep beneath the bustling chaos of Camp Hope, the Enclave thrives in the twisting, shadowed arteries of the city's ancient sewer system. Formed by Awakened—beasts blessed (or cursed) with sentience and speech—the Enclave is a sanctuary and resistance network for those who walked on four legs but now think like those on two. Outcasts, escapees of experiments, and survivors, these creatures band together in secret to protect their own, explore the mysteries of their awakening, and influence the world above through espionage, sabotage, and wisdom passed through tooth and claw. To the surface dwellers, they are myths or pestilence. But in the dark, the Enclave watches—and waits.
Charge.
If you move at least 20 feet straight toward a target and then hit with your natural melee attack on the same turn, the target takes an extra 1d6 slashing damage. If a creature, the target must succeed on a Strength saving throw or be knocked prone (DC = 8 + Strength modifier + Proficiency bonus).
Relentless. If you are reduced to 0 hit points, you are reduced to 1 hit point instead. Once you use this ability, you cannot use it again until you finish a long rest
Tusk and Nail
Your claw attack can deal either slashing or bludgeoning damage (but not both on the same attack). Your bite attack gains a +1 bonus to damage.
Actions
Bite
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw
Melee, +8 to hit, 2d4+6 slashing
Medium Machine Gun
300 rounds, range 100 feet, +6 to hit, 1d8+5 piercing damage
Medium Machine Gun Auto heavy
300 rounds, range 100 feet, +6 to hit, 2d6+5 piercing damage, Save DEX DC 14
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