Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Cunning Action. On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.
Poisoned Weapons. All of the orcs weapons are coated in poison. A creature hit by the Poisoned weapon or Ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Sneak Attack (1/Turn). The thief deals an extra 4 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn’t incapacitated and the orc doesn’t have disadvantage on the attack roll.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) piercing damage.
Crossbow , Hand. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Acid Vial. Ranged Weapon Attack, improvised: +3 to hit, range 20/60, one target. Hit: 6 (2d6) acid 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. Orc Rogue's are those who specialize in stealth... as stealthy as a orc can be... the captain is actually a bit stealthy...
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