BARONESS GRANDAJ CR 6
Female human ogrekin barbarian 4 (invulnerable rager)/brawler 2
N Medium humanoid (giant, human)
Init +2; Senses low-light vision; Perception +6
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
hp 64 (4d12+2d10+22)
Fort +10, Ref +6, Will +0
Speed 40 ft.
Melee unarmed +14/+9 or +12/+12/+7 (1d6+7)
Special Attacks brawler’s flurry, rage 13 rounds/day, martial flexibility 4/day
During Combat Baroness Grandaj enters into a rage and relentlessly attacks an enemy until they have been knocked unconscious or killed before moving on to the next foe. Typically she uses martial flexibility to gain Power Attack, Improved Trip, or Boar Style.
Morale Once her ire is raised, Baroness Grandaj fights to the death.
Rage Statistics While raging, Baroness Grandaj gains 12 temporary hp and her statistics are AC 16; Fort +12, Will +2; unarmed +16/+11 or +14/+14/+9 (1d6+9); CMB +15; CMD 28
Str 25, Dex 14, Con 17, Int 8, Wis 12, Cha 6
Base Atk +6; CMB +13; CMD 26
Feats Combat Expertise, Dodge, Improved Unarmed Strike[B], Mobility[B], Spring Attack[B], Weapon Focus (unarmed strike)
Skills Acrobatics +11, Intimidate +7, Knowledge (local) +4, Knowledge (nobility) +4, Perception +6, Sense Motive +5, Survival +5, Swim +11
SQ brawler’s cunning, deformities (thick skin, weak mind), extreme endurance, fast movement, invulnerability, martial training, rage powers (guarded stance, no escape), unarmed strike
Once the shame of Mohkba royalty, Baroness Grandaj rose to a rank worthy of some respect after being granted control of the misfits of the capital settled across the river in the town of Enixam. Now that her confidence has returned she seeks a means to permanently fix her misshapen features to something more pleasant, so eager to return to the Klavek Kingdom’s finest city that she quickly flies into a rage when one of her attempts falls short.
For the simplest, easiest to run encounter, use the Gladiator NPC with the following changes: AC 14 (natural), no spear attack or shield, rename shield bash to unarmed strike (retaining all statistics) and allow its use three times per round, no parry. [Mick Hand’s sensible suggestion! -MM]
Female half-orc barbarian 4/monk 3
N Medium humanoid (half-orc)
Senses darkvision 60 ft.
HP [62 total]
Hit Dice 7 (4d12/3d8)
AC 14 (10 + 2 Dex + 2 Con)
Proficiency Bonus +3
Speed 40 feet
Str 18, Dex 14, Con 14, Int 8, Wis 13, Cha 8
Melee martial arts +7 or +7/+7 w/bonus action or +7/+7/+7 w/bonus action and ki or bonus action and rage (1d4+4 bludgeoning)
Proficiencies Light armor, medium armor, shields, simple weapons, martial weapons
Saving Throws Strength, Dexterity, Constitution
Class Skill Proficiencies Acrobatics, Athletics, drums, Intimidation, Perception
Half-Orc Abilities menacing (proficiency with Intimidation), relentless endurance 1/day, savage attacks
Barbarian Abilities rages 2 (1 minute; rage damage +2, advantage Strength checks/saves, resist all damage but psychic), unarmored defense, reckless attack, danger sense, primal path: animal totem (bear), ability score improvement (Str +1, Wis +1)
Monk Abilities unarmed defense, martial arts, 3 ki points (flurry of blows, patient defense, step of the wind; DC 12), unarmored movement, monastic training: way of the open hand (Dexterity or prone, Strength or push 15 ft., no reactions), deflect missiles 1d10+5
Background (noble) position of privilege, skill proficiencies (History, Persuasion), tool proficiency (gambling dice)
Languages Klavek, Orc, Undercommon