Grumblejack, fiendish ogre

9th knot minion Ogre


You met Grumblejack in Branderscar and let him out of his cell, but did not include him in your escape. His current fate is unknown.

After a daring and skillful rescue, GrumbleJack is now a full-fledged member of the team!

After the events at the Horn of Abbadon, Grumblejack’s latent fiendish powers have awakened!

Large giant, lawful evil
Armor Class 17 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 40ft.
STR 19
CON 16
Damage Resistance fire, poison
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 8
Languages Common, Giant

Devil’s Sight Magical darkness doesn’t impede Grumblejack’s darkvision.
Magic Resistance. Grumblejack has advantage on saving throws against spells and magical effects.

Greatclub. Melee Weapon Attack: + 6 to hit, reach 5 ft., one target. Hit: 2d8+4 bludgeoning damage.
javelin. Melee or Ranged Weapon Attack: + 6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 2d6 + 4 piercing damage.
Smite Good. Bonus action, Grumblejack deals 3d8 necrotic damage to the next good-aligned creature he hits this turn. This ability can be used again after a short or long rest.
Second Wind bonus action, Grumblejack heals 1d10+1 hit points. This ability can be used again after a short or long rest.


Grumblejack, fiendish ogre

Way of the Wicked - AP of EEEEEvil crobledo