Gruumsh

The One-Eyed God

Orc god of conquest, survival, strength, and territory

CR 32Greater deityChaotic evilOrcsConquestSurvivalStrengthTerritory

The Avatar of Gruumsh

Large humanoid (orc, avatar), chaotic evil

Armor Class
28 (divine war plate)
Hit Points
775 (50d10 + 500)
Speed
60 ft.
STRDEXCONINTWISCHA
30 (+10)24 (+7)30 (+10)22 (+6)26 (+8)28 (+9)
Saving Throws
Str +20, Dex +17, Con +20, Wis +18, Cha +19
Skills
Athletics +20, Intimidation +19, Perception +18, Survival +18
Damage Resistances
cold, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
fire, necrotic, poison
Condition Immunities
charmed, frightened, paralyzed, poisoned, stunned
Senses
truesight 120 ft., passive Perception 28
Languages
all, telepathy 120 ft.
Challenge
32 (155,000 XP)
Proficiency Bonus
+10

Traits

Innate Spellcasting. Gruumsh’s spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He requires no components.
  • At will: cloudkill, dispel magic
  • 3/day each: blade barrier, chain lightning, fire storm
  • 1/day each: earthquake, meteor swarm
Legendary Resistance (5/Day). If the avatar fails a saving throw, he can choose to succeed instead.
Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.
Regeneration. The avatar regains 50 hit points at the start of his turn if he has at least 1 hit point. He does not regain hit points on a turn after taking psychic damage.
Weapons of the War God. The avatar’s weapon attacks are magical. The Bloodspear and every physical spear he throws return to his hand immediately after the attack.
One-Eyed Fury (Mythic Trait; 1/Day). When the avatar is first reduced to 387 hit points or fewer, all conditions and effects on him end and he immediately takes one additional turn. For 1 hour, his melee weapon attacks deal an extra 27 (6d8) necrotic damage, and orcs of his choice within 300 feet are immune to the frightened condition and have advantage on attack rolls.

Actions

Multiattack. The avatar makes four Bloodspear attacks. He can replace one attack with Hurling Spear.
Bloodspear. Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) piercing damage. The target must succeed on a DC 27 Constitution saving throw or be paralyzed until the end of its next turn.
Hurling Spear. Ranged Weapon Attack: +20 to hit, range 120/480 ft., one target. Hit: 36 (4d12 + 10) piercing damage. The target must succeed on a DC 27 Strength saving throw or be pinned by a spectral spearhead, reducing its speed to 0 until it or another creature uses an action to remove the spearhead.
Eternal Torch. Ranged Spell Attack: +19 to hit, range 120 ft., one target. Hit: 40 (9d8) fire damage, and smoke fills a 20-foot-radius sphere centered on the target until the start of Gruumsh’s next turn. The area is heavily obscured, and a creature other than Gruumsh that starts its turn there takes 18 (4d8) poison damage.
War God’s Wrath (Recharge 5–6). Each creature of Gruumsh’s choice within 60 feet makes a DC 27 Constitution saving throw, taking 70 (20d6) radiant damage on a failed save, or half as much on a successful one. An orc that fails this save can choose to take no damage and instead use its reaction to move up to its speed and make one melee attack.

Reactions

Unyielding Rage. When the avatar takes damage, he reduces that damage by 40 and makes one Bloodspear attack against a creature within reach.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Bloodspear Attack. The avatar makes one Bloodspear attack.
Command the Host. One orc Gruumsh can see within 120 feet can use its reaction to move up to its speed and make one melee attack.
Divine Awareness (Costs 2 Actions). Until the end of his next turn, Gruumsh knows the location of hidden and invisible creatures within 120 feet and can see them.
Savage Smite (Costs 3 Actions). Gruumsh makes one Bloodspear attack. On a hit, the attack deals an extra 44 (8d10) necrotic damage.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Bloodlust Surge. Orcs of Gruumsh’s choice within 120 feet have advantage on melee attack rolls and deal an extra 10 (3d6) damage on a hit until initiative count 20 on the next round.
Grasping Shadows. Shadowy hands fill a 30-foot-radius sphere centered on a point within 120 feet. Each hostile creature there must succeed on a DC 27 Strength saving throw or be restrained until the end of its next turn.
Savage Storm. Spectral weapons fall in a 20-foot-radius, 40-foot-high cylinder centered on a point within 120 feet. Each creature there makes a DC 27 Dexterity saving throw, taking 42 (12d6) force damage on a failed save, or half as much on a successful one.
Vision of Conquest. Each hostile creature within 60 feet makes a DC 27 Wisdom saving throw. On a failed save, it is stunned until the end of its next turn. On a successful save, it is frightened of Gruumsh until the end of its next turn.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Eye of Ruin. One creature Gruumsh can see within 120 feet makes a DC 27 Constitution saving throw, taking 45 (10d8) radiant damage and becoming blinded until the end of its next turn on a failed save, or taking half as much damage on a successful one.
Spear of Endless War (Costs 2 Actions). Gruumsh throws the Bloodspear in a 120-foot-long, 10-foot-wide line. Each creature in the line makes a DC 27 Dexterity saving throw, taking 36 (4d12 + 10) piercing damage plus 27 (6d8) necrotic damage and being pushed 30 feet on a failed save, or taking half as much damage on a successful one.
Unstoppable Charge (Costs 2 Actions). Gruumsh moves up to twice his speed without provoking opportunity attacks. Each creature whose space he enters for the first time during this movement makes a DC 27 Strength saving throw, taking 36 (8d8) bludgeoning damage and falling prone on a failed save, or taking half as much damage on a successful one.

Introduction

Gruumsh, the One-Eyed God, He Who Watches, and He Who Never Sleeps, is the chief war god of many orc peoples. Among some orc traditions, only shamans speak his personal name; others use those titles. He governs conquest, survival, vengeance, and the conviction that strength proves the right to claim land. His single open eye represents ceaseless vigilance and his refusal to yield.

Shamans, warlords, and tribal priests enforce his creed through raids, ordeals, and public displays of endurance. Many priests surrender their left eye in imitation of their god. His rites place blood taken from ancestral enemies at the center of public sacrifice. They promise victory to the strong and punishment to any leader who wastes orc lives for vanity.

Gruumsh sends an avatar when separate hosts must become one army, when an orc homeland faces destruction, or when a war offers a chance to settle an ancient hatred. The avatar does not arrive to advise a campaign. He takes command of it.

Orc traditions say Gruumsh commands a host of orc spirits that fights ’s goblin dead without end. Fallen warriors reform and return to the battle, giving mortal wars between the two peoples a divine echo.

Physical Appearance

The avatar is a colossal gray-green orc with one burning red eye beneath a scarred brow. Black iron plates protect his shoulders, arms, and legs without concealing the old wounds beneath them. A torn crimson cloak and trophies taken from fallen champions trail behind him.

He carries the Bloodspear, a long black weapon whose head crawls with storm-light and never dries. A black iron torch burns in his free hand. Its smoke gathers around his feet, nearby flames lean toward him, and every war horn within miles produces the same low note when he speaks.

Roleplaying the Avatar

Gruumsh expects obedience but understands strength, endurance, and useful defiance. He treats negotiation as a contest over terms and position, not an exchange of trust.

  • Use commands instead of requests.
  • Ask what a speaker has conquered or survived.
  • Punish excuses more quickly than failure.
  • Respect an opponent who stands firm after losing an advantage.
  • When plans fail, assign blame once and immediately choose the next target.

Use in a Campaign

The Host Assembles

The avatar has united feuding orc nations. The party can break the alliance, redirect its invasion, or challenge the terms by which Gruumsh chose its commander.

War God’s Judgment

An orc settlement asks the party to prove that its chieftain has spent lives for personal glory rather than the survival of the people.

The Eye at the Gate

Gruumsh holds a mountain pass against a greater extraplanar threat and refuses passage to the same kingdoms that abandoned the region.

Bloodspear Lost

A mortal general has stolen a fragment of the Bloodspear. Gruumsh hunts the thief, while the weapon turns every nearby grievance into open violence.

Lairs

Gruumsh’s lairs make war self-sustaining. Fires refuse to die, broken weapons return to waiting hands, and distant commands carry through smoke and stone as clearly as shouted orders.

The Red War Camp

Trenches, towers, and palisades shift overnight to exploit the enemy’s last tactic. Destroyed siege engines reappear as barricades.

Temple of the Open Eye

A single shaft of red light reveals hidden creatures and turns every shadow into a route for temple defenders.

The Blasted Field

Old weapons push through the soil during combat, and spectral charges repeat the final movements of armies buried there.

Hall of Broken Standards

Captured banners impose the fear and failures of their former armies on any creature that passes beneath them.

Shared References

Open a reference for its canonical description and related entries.

Gruumsh as a one-eyed gray-green orc warlord in black iron armor and a torn red cloak, holding a lightning-wreathed spear.