Large Undead (Orc), Neutral Evil
Armor Class 20 Adamantine Half Plate
Hit Points 195 (15d12)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
17 (+3)
INT
9 (-1)
WIS
9 (-1)
CHA
9 (-1)
Saving Throws STR +9, CON +7
Skills Intimidation +3
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages Understands Common and Orc but can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Multiattack: Zombie Orc Chief can make two attacks

Heavy Morningstar +3. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 10) Piercing damage.

Raged Morningstar +3 Attack. Melee Weapon Attack: +8 (13 -5) to hit, reach 5 ft., one target. Hit: 13 (1d10 + 20) Piercing damage and a medium or smaller creature is thrown back 10 feet

Javalin. Ranged Weapon Attack: +6 to hit, range (3ft/120ft), one target. Hit: 4 (1d6+1)

Reactions

Cheif's Command. Can control other zombies to sue his biding. Example: Making a Zombie jump in the way of an attack.

Legendary Actions

Zombie Battlecry. Roll a d4 and the number it lands on spawns that many zombies to help aid in battle.

Description

Regeneration. Zombie Orc Chief regains 10 Hit Points at the start of its turn. If Drog takes radiant, acid or fire damage, this trait doesn't function at the start of his next turn. Drog dies only if it starts its turn with 0 Hit Points and doesn't Regenerate.

Intimidating PresenceZombie Orc Chief can use its action to frighten one creature within 30 feet of it with its menacing presence.  If the target can see or hear the Zombie Orc the target must succeed on a Wisdom saving throw (DC12) or be Frightened of the Zombie Orc until the end of its next turn. On subsequent turns, the Zombie Orc can use its action to extend the duration of this effect on the frightened creature until the end of its next turn. This effect ends if the creature ends its turn out of Line of Sight or more than 60 feet away from the Zombie Orc Chief. If the creature succeeds on its saving throw, the Zombie Orc can’t use this feature on that creature again for 24 hours.

 

Monster Tags: Orcundead

EbanyAlar

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