Ungern Chief

Medium humanoid, lawful evil

Armor Class 18
Hit Points 51 (6d8+18 HD)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 9 (-1)

Skills Intiimidation +1, Persuasion +1, Stealth +9
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 12
Languages Ungern, Orc
Challenge 4 (700 XP)

SPECIAL TRAITS

  • Able Tactician. Any ungern who is within 5 ft. of an ally gains advantage on all melee attacks.
  • Camouflage. Ungern are able to take advantage of most of their environments. When in wilderness settings they are able to conceal themselves. When concealed, they have advantage on Stealth checks.
  • Command. When a lesser ungern strikes a foe in battle, the Ungern Chief can use a reaction to give that ungern a single bonus action to make another attack, using any one of its available attack forms.
  • Master Archer. The ungern have advantage on all ranged attacks, and add their strength bonus to attacks with bows and thrown weapons (but not crossbows).
  • Spell Resistance. The ungern have advantage on all saving throws against spells.

ACTIONS

  • Multiattack. The ungern makes four attacks: 2 with its claws, one with a weapon, and one with a horn gore.
  • Claws. Melee Weapon Attack: +6 to hit, 5 ft. range, one target. Hit: 6 (1d4+4) slashing damage.
  • Scimitar. Melee Weapon Attack: +6 to hit, 5 ft. range, one target. Hit: 8 (1d6+4) slashing damage.
  • Gore. Melee Weapon Attack: +6 to hit, 5 ft. range, one target. Hit: 9 (1d8 +4) piercing damage.
  • Composite Longbow. Ranged Weapon Attack: +4 to hit, 150 ft. / 400 ft. range, one target. Hit: 9 (1d8+4) piercing damage.

ABOUT

The ungern are the spawn of the Horned God and their form reflects his own. They have dark brown or red skin, are largely hairless but for a short mane that stretches the length of their spine and shocks of it around their cloven feet. Their hands are clawed, their feet are hooves, and their legs have triple joints.

They have wolf-like heads with long tooth-filled snouts. They stand about six feet tall, and though they are rather thin, they are powerfully built creatures. Their lean muscles are like corded iron. Their torso and back are shaped like beaten metal. Their necks are thick, with bands of iron muscle stretching into their broad shoulders and backs, all this to support their great horned heads. Sprouting from the creature’s backside are great horns and these range in shape, size, and form. Some rise directly from the spine and are more like a ridge from head to tail, others rise from the upper back and sprout above the head like a set of antlers and yet still others grow up and through the skull and rise like their masters – like great horned crowns. These horns are the most distinguishing marks the ungern carry and generally the greater and more ornate the horns, the greater the ungern. These horns grow with age and require much trimming and care and they are often decorated with all manner of jewelry, studs, and the like. The ungern are fond of growing their manes to great lengths and braiding them and decorating them with bits and pieces of jewelry. They often travel without clothing, carrying only their weapons, but they are wickedly intelligent beasts and don shields and plates of iron for war. Their armor is always ornate with glyphs and runes carved throughout. They are able smiths and forge their own weapons and armor, build their own war machines, or at least instruct their slaves how to do this.

Civilized Barbarians. The ungern are well-groomed and rather social in their own circles, but when in the company of lesser races, such as orcs, goblins, or the like they display a tremendous amount of unbridled rage and cruelty. They have no particular hatred for anyone, but complete disdain for all living things that do not serve their master.

They are highly organized and work together in all things. They are not migratory, and rarely move once they have taken a castle or refuge as their own. Their culture is one of power and violence. Strength and intelligence are prized above all things and the greater ungern usually have both properties in abundance. When away from their master’s dens, they live in tight social groups of several hundred to a thousand. They do not build their own homes but rather settle in someone else’s. They do not do menial tasks themselves but utilize slaves, often stolen from villages, caravans, or bred in their dens. They do not mate, but rather spawn like reptiles. Females, who are utterly unrecognizable from males, lay huge clutches of fertilized eggs in mounds of wet, sodden earth. The young hatch several weeks later, crawling from the mounds with tremendous appetites. They are largely on their own, forced to steal food from the other ungern until they are large enough to force their way to the community board and hunt with the others. The young are fierce and their boldness is rewarded by the adult ungern, who largely ignore the small creatures. In this way, they are taught that boldness of action is always rewarded. The pups do not suffer a high mortality rate, only the mewling weak are left to die, and thus the ungern communities, when left unchecked, grow quickly.

Iron-Fisted Tyrants. The ungern live in any clime, but prefer the colder latitudes to the warmer ones. They possess a natural affinity to the cold and do not suffer, as do other races. They prefer to dwell in large fortified towns, castles, or cities, and only when they are on the march do they live in tents or yurts. They seek the rule of law, particularly that of their master. They do not understand chaos and seek to destroy it in all its guises, good or evil. They take great pleasure in one-on-one combats, following a vague code of ethics and honor in such battles. Though often if an outsider defeats an ungern in single combat, that person is killed by the collective group.

Organized Warbands. In war, ungern travel in organized units ranging from 10-100. For every 10 encountered, there is at least one sub-chief with maximum hit points and an AC of 15. If two or more of these captains are encountered, there is always a chief with 4d8 hit points (minimum 18 hit points) and an AC of 16. If 100 are encountered, there is an ungern battle lord with 56 hit points, AC 18 whose weapon does 2-12 points of damage. They fight using tactics and are generally able tacticians.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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