Medium Humanoid (Half-Orc), Typically Neutral Evil
Armor Class 19 Splint, Shield
Hit Points 45 (5d10 + 15)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
16 (+3)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +6, CON +5
Skills Athletics +7, Intimidation +3
Condition Immunities Charmed, Frightened
Senses Darkvision, Passive Perception 10
Languages Common, Orc
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Darkvision

Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Menacing

You gain proficiency in the Intimidation skill.

Relentless Endurance

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Spellcasting. The Bloody Hand Soldier is a 5th-level spellcaster. Its spellcasting ability is [INT] (spell save DC 13, +5 to hit with spell attacks). The Bloody Hand Soldier has following Wizard spells prepared:

Cantrips (at will): Green-Flame Blade, Shocking Grasp 
1st level (4 slots): Burning Hands, Magic Missile, Shield
2nd level (3 slots): Darkness, Enlarge/Reduce
3rd level (2 slots): Counterspell, Lightning Bolt

Actions

Multiattack. The Bloody Hand Soldier makes two longsword attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) slashing damage. 

 

Bonus Actions

Second Wind. On Bloody Hand Soldier's turn, you can use a bonus action to regain hit points equal to 1d10 +5 / once per day

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: UnderdarkUrban

jjf41992

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