Medium Humanoid (Half-Orc) Totem Barbarian, Chaotic Good
Armor Class 21 (shield +3)
Hit Points 187 (22d8+88)
Saving Throws Str +8, Con +8
Skills Animal Handling +4, Athletics +8, Intimidation +3, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Orc
Proficiency Bonus +4
Challenge Rating 11 (7,200 XP)
Special Equipment. Tusk wears a ring of protection, a cloak of protection, and boots of speed (accounted for in his statistics). He wields a longsword of life stealing and a +3 shield).
Relentless Endurance (1/day). When Tusk is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.
Savage Attacks. Tusk does an extra 14 (3d8) damage whenever he scores a critical hit.
Reckless Attack. When Tusk makes his first attack on your turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Danger Sense. Tusk has advantage on initiative rolls and Dexterity saving throws. In addition, if surprised, Tusk can act normally on his first turn if he uses his bonus action to activate Rage.
Aspect of the Bear. Tusk counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.
Spirit Walker. Tusk can cast the spell commune with nature, but only as a ritual.
Multiattack. Tusk makes three weapon attacks.
Longsword of Life Stealing. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, plus an extra 10 necrotic damage on a critical hit. If an enemy suffers this damage, Tusk gains 10 temporary hit points.
As a bonus action on his turn, Tusk can enter a primal rage. While in this rage, Tusk 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 damage per hit.
- He has resistance to all damage except psychic.
- Any creature of Tusk’s choice within 5 feet of him has disadvantage on attack rolls against targets other than him. A creature is immune to this effect if it can’t see or hear him, or if it can’t be frightened.
- If Tusk drops to 0 hit points and doesn’t die outright, he can make a DC 10 Constitution saving throw. On a success, he drops to 1 hit point instead. Each time he uses this feature, the DC increases by 5. The DC resets to 10 when he takes a short rest.
Tusk’s rage lasts for 1 minute. It ends early if Tusk is knocked unconscious or if he ends it on his turn as a bonus action.
Boots of Speed (10 minutes/day).
As a bonus action, Tusk clicks his heels together and activates his boots of speed. While active, his walking speed is doubled, and enemies have disadvantage on opportunity attacks against him. If he clicks his heels together again, the effect ends.