Medium Humanoid (Orc), Chaotic Evil
Armor Class 16 (chain mail)
Hit Points 93 (11d8 + 44)
Speed 25 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
11 (+0)
CHA
16 (+3)
Saving Throws STR +6, CON +6, WIS +2
Skills Intimidation +5
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

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

Blinding Light (1/Day). As a bonus action, Fawning fills
the Crystal Grove with dazzling light created by her crystals.
Each creature of her choice in the grove must succeed
on a DC 13 Dexterity saving throw or be blinded until
the start of her next turn. In addition, Fawning casts the
mirror image spell, requiring no components.

Crystal Stride (1/Turn). Fawning can use 10 feet of her
movement to enter a crystal within her reach and appear
in an unoccupied space of her choice within 5 feet of another
crystal in the grove. Both crystals must be Medium
or larger.

Actions

Multiattack. The orc makes two attacks with its greataxe or its spear.

Greataxe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (1d12 + 5 plus 1d8) cold damage.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Battle Cry (1/Day). Each creature of the war chief’s choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.

Lair and Lair Actions

Faerie Lights. The crystals in the grove produce a burst of brilliant purple light. Each creature within 5 feet of a Medium or larger crystal must make a DC 14 Dexterity saving throw. Fawning automatically succeeds on this save. On a failed save, the creature sheds dim purple light in a 10-foot radius until initiative count 20 of the next round. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.


Fertilize. Fawning uses prone bodies to grow new crystals. All prone creatures in the Crystal Grove of Fawning’s choice must make a DC 14 Constitution saving throw as necrotic crystal powder grows on their exposed skin. On a failed save, a creature takes 11 (2d10) necrotic damage.


Shake. Fawning’s lair shakes and crystals on the ceiling of the cavern come crashing down. Each creature Fawning chooses in the Crystal Grove must succeed on a DC 14 Dexterity saving throw or take 5 (1d10) bludgeoning damage and be pushed 5 feet in a direction of Fawning’s choice.

Monster Tags: Orc

BaltRinnaker

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