Medium Humanoid (Orc), Chaotic Evil
Armor Class 16 (ring mail, shield)
Hit Points 45 (6d8 + 18)
Speed 20 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
9 (-1)
WIS
13 (+1)
CHA
12 (+1)
Skills Intimidation +3, Religion +1
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Orc
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Explosive. When the Crystal Shaman is reduced to 0hp any creature within 10ft must make a dc14 dex save or take 1d6 cold damage. Getting 7 or less means they are also rooted to the ground until the end of their next turn, or can take an action to use a bludeogoning weapon to free themselves

Crystalline Fury. The orc deals an extra 4 (1d8) cold damage when it hits with a weapon attack (included in the attack).

Spellcasting. The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared:

Cantrips (at-will): ray of frost, resistance, thaumaturgy

1st level (4 slots): Earth Tremor, command

2nd level (2 slots): augury, spike growth

Actions

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 3 plus 1d8) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.

Reactions

Crystal Spike: If a creature comes within 5ft of a Crystal, the shaman can use it's reaction to force them to make a DC 14 dex save. On a failure, they take 1d6+2 cold damage and are restrained. 

Monster Tags: Orc

Habitat: ArcticForestGrasslandHillMountainSwampUnderdark

BaltRinnaker

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