Grurdon Evenfury

Grurdon Evenfury is a male half-orc warrior and member of the Crimson Blades. He grew up in an orc clan, but left at an early age to become a mercenary for hire. He has fought in many wars, including the Calimshan Revolution, War of the Silver Marches and the Cormyr-Netheril War, and is a highly experienced veteran. In the early 1490s DR, Grurdon was hired by Victor Amadeus Trelew to join the Crimson Blades at an exorbitant cost.

He is the largest and strongest member of the Blades, and is often first into any fray with them. Although he has been instructed to refrain from killing members of the Arrowheads at the request of his fellow Blades, he often loses himself in a battle rage and ignores instructions.
Neutral Evil
Year of Birth
1455 DR 40 Years old
Skin Tone/Pigmentation
350 lbs
Aligned Organization
Known Languages
Chondathan, Common, Illuskan, Orc

Grurdon Evenfury

Medium Humanoid (Half-Orc ) Fighter, Neutral Evil

Armor Class 19 (+1 adamantine full plate)
Hit Points 204 (24d8+88)
Speed 30ft


21 +5


12 +1


19 +4


13 +1


13 +1


11 +0

Saving Throws Str +9, Con +8
Skills Athletics +13, Intimidation +4, Medicine +5, Survival +5,
Senses darkvision 60 ft., passive Perception 11
Languages Chondathan, Common, Illuskan, Orc
Proficiency Bonus +4
Challenge Rating 12 (8,400 XP)

Special Equipment. Grurdon wears a set of +1 adamantine plate armor. He wields a +2 maul.
Relentless Endurance (1/day). When Grurdon is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.
Savage Attacks. Grurdon does an extra 3 (1d6) damage whenever he scores a critical hit.
Crusher. When Grurdon scores a critical hit against a creature, attack rolls against that creature are made with advantage until the start of his next turn.
Action Surge (Recharges after a Short or Long Rest). After taking one action on his turn, Grurdon can take another action.
Blood Fury (1/day). When Grurdon is reduced to under 100 hit points, he immediately enters a blood fury. While in a blood fury, Grurdon is unable to tell friend from foe, but will prefer to attack creatures who have attacked him. Grurdon remains in a blood fury until combat ends, or one of his allies takes an action to make a DC 15 Charisma (Persuasion) check to calm him down. While in a blood fury, Grurdon gains the following benefits:

  • He has advantage on Strength checks and Strength saving throws
  • When he makes a melee weapon attack, he does an extra 3 (1d6) damage per hit.
  • He has resistance to bludgeoning, piercing, and slashing damage.
  • When a hostile creature within 5 feet of Grurdon makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the frightened condition are immune to this trait.

  • Actions

    Multiattack. Grurdon makes four melee weapon attacks.
    +2 Maul. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) bludgeoning damage. Once per turn, Grurdon can move the target 5 ft. to an unoccupied space, provided it is Medium or smaller.
    Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.


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