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Mahm Bethlog — Ugok Warlords token & 5e stat block by Clay Cyanide

Mahm Bethlog

Ugok Warlords

feral twin-blade savage of the green horde

CR6
AC15
HP110
TypeMedium humanoid (orc)

Mahm Bethlog — The Encounter

feral twin-blade savage of the green horde · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Mahm Bethlog

Mahm Bethlog barely fights like an orc and more like a beast that learned to hold knives. Among the Ugok Warlords he is the frenzy, the one loosed to tear into anything already bleeding. His two cleaver-blades blur in a constant whirl, and the scent of a wounded foe drives him into a sprinting, slashing fury the rest of the warband simply follows. He has no patience for shields or formation; he wants the soft kill, the straggler, the bloodied hero who thought a few steps back would buy them safety. The green horde points him at the weak and lets him feed.

Run Mahm Bethlog in Sixty Seconds

Mahm Bethlog

Medium humanoid (orc), chaotic evil

CR 6 · 2,300 XP · GUIDELINE
AC 15 (scrap-plate + hide) HP 110 (13d8+52) Speed 40 ft.
STR18+4
DEX16+3
CON18+4
INT8-1
WIS11+0
CHA10+0
SavesSTR +7, CON +7
SkillsAthletics +7, Intimidation +3, Perception +3
Sensesdarkvision 60 ft., passive Perception 13
LanguagesOrc

Blood Frenzy. Mahm Bethlog has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Aggressive. As a bonus action, Mahm Bethlog moves up to his speed toward a hostile creature he can see.

Actions

Multiattack. Mahm Bethlog makes three cleaver-blade attacks.

Cleaver-Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage.

A snarling, hunched orc whirling two jagged cleaver-blades, all teeth and reach and motion.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC13HP44 (8d8+8) To-hit+4Save DC12

Loose him at the most wounded target so Blood Frenzy gives advantage. Use Aggressive to close fast and let the rest of the warband mop up behind his whirlwind.

Tier 2Levels 5-10 · NATIVE
AC15HP110 (13d8+52) To-hit+7Save DC14

Three blade attacks a round, all with advantage against anyone already hurt. Point him at bloodied PCs and isolated casters; he is a frenzied skirmisher meant to swarm with the pack, never solo.

Tier 3Levels 11-15 · GUIDELINE
AC17HP190 (20d10+80) To-hit+9Save DC16

Run him as the warband's killer instinct: sprint at the weakest, frenzy on the bloodied, and keep three swings landing. He fights as the pack's blade, finishing what the brutes start.

Put Mahm Bethlog on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Mahm Bethlog?

His native rank is Tier 2, CR 6 (2,300 XP). The tier table down-scales to CR 2 and up-scales to roughly CR 9.

How does Mahm Bethlog fight alongside the rest of the Ugok Warlords?

He is the finisher driven by frenzy. While the brutes and shields engage the front, he sprints to bloodied or isolated targets where Blood Frenzy gives him advantage, swarming with the pack to close out kills. He is rank-and-file, not a boss.

Why are his individual blade hits so small?

He trades per-hit damage for three attacks and frequent advantage. Against an already-wounded target his output spikes hard, which is exactly when the warband unleashes him.

Tell Us How It Ran

Played Mahm Bethlog at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.