| STRENGTH | DEXTERITY | CONSTITUTION | INTELLIGENCE | WISDOM | CHARISMA |
| 17 | 12 | 19 | 7 | 13 | 12 |
(+3) | (+1) | (+4) | (-2) | (+1) | (+1) |
Menacing. Grogul has proficiency in the Intimidation skill.
Relentless Endurance. When Grogul is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can’t use this feature again until he finishes a long rest.
Savage Attacks. When Grogul scores a critical hit with a melee weapon attack, he can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Little Giant. Grogul has proficiency in the Athletics skill and he counts as one size larger when determining his carry capacity and the weight he can push, pull, drag, or lift.
Mountain Born. Grogul has resistance to cold damage. He can also naturally acclimate to high altitudes, even if he's never been to one. This includes elevations above 20,000 feet.
Battle Cry. Grogul may give a loud and boisterous yell, inspiring fear in those around him. Creatures within 15 feet of Grogul must roll a DC (8+prof+CHA) Wisdom save. If they fail the save, they must use their reaction to immediately run their maximum speed away from him. If a reaction is not available to use, they use their movement on their next turn before any other actions are taken in that turn. They are considered frightened and cannot willingly move closer. At the end of that turn, the effect ends. Once used, Grogul must take a long rest before being able to use this ability again.
The Warrior. Those born under the constellation of The Warrior gain a bonus of +2 to Strength and Constitution.
Reckless Attack. Grogul often throws aside all concern for defense to attack with fierce desperation. When he makes an attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him also have advantage until his next turn.
Danger Sense. Grogul has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Divine Fury. Grogul can channel divine fury into his weapon strikes. While he’s raging, the first creature he hits on each of his turns with a weapon attack takes extra damage equal to 1d6 + half his barbarian level. The extra damage is radiant.
Warrior of the Gods. Grogul's soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.
Malacath's Cleaver. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, plus 3 (1d6) radiant damage while Raging, plus 2 damage while Raging.
This blade is made from Orichalcum, in the Orcish style. If a 20 is rolled on the attack roll with this weapon, that target takes bonus damage equal to the maximum damage of the weapon [2d6=12, 1d8=8, etc.].