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AC 18 (Constitution)
HP 180 (19d8+95; bloodied 90)
Speed 40 ft.

Proficiency +4; Maneuver DC 15
Saving Throws Str +7, Con +9
Skills Animal Handling +5, Athletics +7, Perception +5, Survival +5
Senses passive Perception 15
Languages Sumerian, Sylvan

Action Surge (1/ short rest ). Once on his turn, Enkidu can take an additional action on top of his regular action and a possible bonus action.

Danger Sense. Enkidu has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, Enkidu can’t be blinded , deafened , or incapacitated .

Fighting Style: Unarmed. After successfully grappling a creature, Enkidu can deal 1d4 bludgeoning damage to it. Whenever he hits a creature he is grappling with a melee attack he deals an extra 1d4 bludgeoning damage.

Improved Critical. Enkidu’s weapon attacks score a critical hit on a roll of 19 or 20.

Indomitable (2/ long rest ). Enkidu can reroll a saving throw that he fails but must use the new roll.

Magic Resistance. Enkidu has advantage on saving throws against spells and other magical effects.

Rage (2/ long rest ). On his turn, Enkidu can enter a rage as a bonus action. His rage lasts for 1 minute, ending early if he is knocked unconscious or if his turn ends and he hasn’t either attacked a hostile creature since his last turn or taken damage since then. Enkidu can also end his rage on his turn as a bonus action. While raging, he gains the following benefits:
◆ Enkidu has advantage on Strength checks and Strength saving throws .
◆ When Enkidu makes a melee weapon attack using Strength, he deals 2 extra damage.
◆ Enkidu has resistance to bludgeoning, piercing, and slashing damage.
◆ Enkidu gains a bite attack that deals 7 (1d8+3) piercing damage. When he damages a creature on his turn using his bite, he regains 5 hit points.

Reckless Attack. When Enkidu makes his first 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 have advantage until Enkidu’s next turn.

Remarkable Athlete. Enkidu adds +2 to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 3 feet.


Mobile. Enkidu can Dash through difficult terrain without requiring additional movement. Whenever he makes an attack against a creature, he doesn’t provoke opportunity attacks from that creature until the end of his turn.


Extra Attack. Enkidu attacks three times when he takes the Attack action.

Unarmed. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage, or 7 (1d8+3) bludgeoning damage if striking two-handed.


Fighting Style: Defensive Fighting. Enkidu can use a bonus action to activate a defensive stance that lasts until the start of his next turn. During this defensive stance, creatures within his reach provoke opportunity attacks when they move more than 5 feet, and he does not need to use his reaction to make opportunity attacks.

Second Wind (1/ short rest ). On his turn, Enkidu can use a bonus action to regain 1d10+13 hit points.


The goddess Aruru took water and clay to form a rival to Gilgamesh known as Enkidu. This beast man lived in the wilderness among the animals. King Gilgamesh sent a temple prostitute to tame him. She spent a week doing so but afterward her scent was so heavily upon him that beasts fled from him, forcing Enkidu to abandon the wild.

Now civilized, Enkidu traveled to confront Gilgamesh, but after losing to him at the end of an epic wrestling match the two become best friends. Together they killed the guardian monster of the Cedar Forest and Bull of Heaven, but the latter’s demise was a great offense to the goddess Ishtar who afflicted Enkidu with a disease for which there was no cure other than death.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.