The Workshop: Hurlyburly – Ettin Warchief

There are anomalies and special creatures born of every race and species. It is what drives some of them to become adventurers and heroes. But this is not strictly the purview of the heroes – there are monsters and other creatures out there that buck the traditions of their kin and rise to become more. Hurlyburly is just one of these creatures.

Maybe He’s Born With It

An ettin by birth, Hurlyburly soon showed he was very different from the rest of his ilk. As he grew, he showed that he possessed of an unusual level of Intelligence and a keen understanding that he could use his natural gifts to elevate him to a position of power. Where most other ettins found the presence of their second head and personality maddening, Hurly and Burly actually got along rather well. And as he developed his talents, he found the ability to concentrate on two different things at once to be a great boon on the battlefield. He made a small name for himself leading several bandit clans outside of various settlements, raiding and pillaging the smaller communities as well as the tombs and crypts of the noble dead that lay outside the larger cities. He gathered what riches he could, but his true treasures were various tomes of lore and studies of military history that he could study at night while the rest of the camp slept. And while his skills provided him no small amount of victory, he never felt satisfied with his role as a bandit chief. He had hit a ceiling. And he eventually grew so frustrated that he turned on his own men, slaughtering them before heading into the wild lands by himself.

The Rise of the Twinhead Tribe

Hurlyburly eventually came upon a small tribe of orcs that had made camp in the wilds. Mistaking him for a common ettin, soldiers were sent out to capture him. He returned to the camp with their heads and demanded single combat with the tribe’s leader. Already enraged at the loss of his soldiers, the challenge from such a perceived base creature drove the warchief into a frenzy which Hurlyburly exploited, felling the warrior quickly. He claimed command of the tribe by virtue of strength, and quickly started to reform the tribe into a military force. He started by using his tribe to absorb other nearby orc clans, adding them to his host. Week by week and month by month his power grew until his host reached numbers nearly unheard of as rumors flew about a joining of the tribes. Vast swaths of the wilds were now “his” domain, and he started to turn his realm into a de facto kingdom. Those that entered were forced by his soldiers to pay for safe passage. Those that didn’t were left to their own devices as they traveled through the lands. Most didn’t make it back out. Many were killed by Hurlyburly’s troops or other assorted dangers found in the wild lands. A few were captured and convinced to lend their skills to the burgeoning horde’s needs. Rumors coming from the wild lands suggest that there may be a mobilization of Hurlyburly’s forces. The Twinhead Tribe may soon be marching off to war with the good folk of the realm, unless he can be stopped. 

Hurlyburly

Large giant, chaotic evil

Armor Class 19 (plate mail)
Hit Points 110 (13d10+39)
Speed 40 ft.

Strength 21 (+5)
Dexterity 8 (-1)
Constitution 17 (+3)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 12 (+1)

Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages Giant, Orc
Challenge 5 (1,800 XP)

Action Surge (Recharges after short or long rest). On Hurlyburly’s turn, he can take one additional action on top of his regular action and a possible bonus action.

Combat Maneuvers (4/encounter, recharges after short or long rest). Hurlyburly has access to the following combat maneuvers he can use against a target he has just struck with a weapon attack. He can only use one maneuver on a given attack roll. He rolls a d8 for his Superiority Dice.
Goading Attack: Expend one superiority die and add the result to the damage roll. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage to on all attack rolls against other targets until the end of Hurlyburly’s next turn.
Menacing Attack: Expend one superiority die and add the result to the damage roll. The target must make a Wisdom saving throw. One a failed save, the target is frightened until the end of Hurlyburly’s next turn.
Pushing Attack: Expend one superiority die and add the result to the damage roll. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, Hurlyburly pushes the target up to 15 feet away from him.

Two Heads. Hurlyburly has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of Hurlyburly’s heads is asleep, his other head is awake

Actions

Multiattack. Hurlyburly makes two attacks: one with his battleaxe and one with his morningstar.

Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.

Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.

Second Wind (Recharges after short or long rest). On Hurlyburly’s turn, he can recover 1d10+3 hit points as a bonus action.

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Ben Erickson

Contributing Writer for d20 Radio
Mild mannered fraud analyst by day, incorrigible system tinker monkey by night, Ben has taken a strong interest in roleplaying games since grade school, especially when it comes to creation and world building. After being introduced to the idea through the Final Fantasy series and kit-bashing together several games with younger brother and friends in his earliest years to help tell their stories, he was introduced to the official world of tabletop roleplaying games through the boxed introductory set of West End Games Star Wars Roleplaying Game before moving into Dungeons and Dragons.