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in “Dawn of the Overmind“, below the Undercity of Penumbra, deeper yet, there are the Tunnelscapes dominated by warring grimlock tribes each sure they are in the right about the interpretation of a shared religious article – the Gyor (“grey“) and the Hiao (“green“).

The party must travel through the Tunnelscape and find a way deeper still. Their passage is blocked by a grimlock who has had a little too much of the mutagen-kool-aide and is now a super-mutant. Loosely based on Combustion Man from The Last Airbender.

My players also got involved in the religious war between the two grimlock kingdoms and learned why they were fighting – continuing the Ulan Dhor thread Kog was Cazdal:

“Ampridatvir now is lost. My people have forsaken the doctrine of strength and discipline and concern themselves only with superstition and theology. Unending is the bicker: Is Pansiu the excellent principle and Cazdal depraved, or is Cazdal the virtuous god, and Pansiu the essential evil? “

“These questions are debated with fire and steel.”


Large humanoid (grimlock), neutral evil
Armor Class 19 (natural armor)
Hit Points 400 (32d10 + 224)
Speed 30 ft., fly 60 ft.

27 (+8) 14 (+2) 25 (+7) 5 (-3) 11 (+0) 15 (+2)

Saving Throws Str +15, Con +14
Skills Intimidation+14, Perception+11
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight120 ft., passive perception 21
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)

Blind Senses. Kog, the super mutant can’t use its blindsightwhile deafenedand unable to smell.

Called Shot. PCs can use their attack to try and hit the central cyclopean eye of Kog. If so they target AC 30. If they hit Kog’s Sparky Spaky Boom recharges worsens by 1 step. If it is hit twice, he losses this action.

Keen Hearing and Smell. Kog, the super mutant has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Legendary Resistance (3/Day). If Kog, the super mutant fails a saving throw, he can choose to succeed instead.

Magic Resistance. Kog, the super mutant has advantage on saving throws against spells and other magical effects.

Magic Weapons. Kog, the super mutant’s weapon attacks are magical.

Stone Camouflage. Kog, the super mutant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Multiattack. Kog, the super mutantmakes two slam attacks. He also uses Sparky Sparky Boom when available.

Unerring Slam. Melee Weapon Attack: automatic hit, reach 5 ft., one target.
Hit:60 force damage and the target is pushed up to 5 feet away from Kog if it is Huge or smaller.

Sparky Sparky Boom (Recharge 5–6). Kog takes a breath and opens his third eye. Bioenergy arcs out from the eye in a 90-foot line that is 1 foot wide. Every creature in that line takes 48 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the Kog’s next turn.

Mind Annihilation (1/Day). As a reaction, Kog targets a creature he can see within 30 feet that is bloodied. The target drops to 0 hit points.

Kog, the super mutant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Kog regains spent legendary actions at the start of his turn.

  • Attack. Kog attacks once with his mace.
  • Combustion (Costs 2 Actions). Sparky Sparky Boom recharges andKog uses it.
Posted in 5e, Dawn of the Overmind, Dungeons & Dragons

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