Medium Humanoid (Orc), Chaotic Evil
Armor Class 13 (hide armor)
Hit Points 15 (2d8 + 6)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
7 (-2)
WIS
11 (+0)
CHA
10 (+0)
Skills Intimidation +2
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
Challenge 3 (700 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.

Unyielding. the orc cannot be knocked unconscious. reducing an orc to 0 hit points with bludgeoning or psychic damage instead reduces it to 1 hit point. When an orc is reduced to 0 hit points by slashing, piercing force, thunder, radiant or necrotic it does not go down but starts making death saving throws (all successful attacks of these types count as on failed save). if an orc is reduced to 0 hit points by acid, poison, cold or fire it will stay alive for a number of turns equal to half it constitution score (all attack types during this time count as failed death saves for the orc)

When an orc should have been reduced to 0 hit points it can no longer make attacks with weapons it instead makes attack with its fists (1d4+3) and does not add its dexterity to its AC

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Description

Orcs are savage humanoids with stooped postures, piggish faces, and prominent teeth that resemble tusks. They gather in tribes that satisfy their bloodlust by slaying any humanoids that stand against them.

Monster Tags: Orc

Habitat: ArcticForestGrasslandHillMountainSwampUnderdark

H_Hurst

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