Medium Humanoid (Orc), Typically Chaotic Evil
Armor Class 20 Drakeplate
Hit Points 188 (24d12 + 48)
Speed 40 ft.
STR
26 (+8)
DEX
18 (+4)
CON
26 (+8)
INT
8 (-1)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +12, DEX +8, CON +12
Damage Resistances Fire, Piercing, Slashing
Condition Immunities Frightened, Poisoned
Senses Passive Perception 13
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Disciple of Aurelion. The orcs melee attacks are considered magical. Any creature that attempts to move the orc against its will must first succeed on a DC 25 Strength check. 

Call to War. The orc has advantage on Wisdom saving throws against being frightened.

 

Actions

Multiattack. The orc makes four attacks from the options below. The orc may only use fire column punch once per turn.

Slam. Melee Weapon Attack: +12 to hit, reach 5ft., 1 target. Hit: 13 (1d10 + 8) bludgeoning damage plus 3 (1d6) fire damage.

Stunning Strike. Melee Weapon Attack: +12 to hit, reach 5ft., 1 target. Hit: 11(1d6 + 8) bludgeoning damage. On a hit, the target creature must make a DC 20 Constitution saving throw or be stunned until the start of the orc's next turn.

Fire Column Punch. A line of fire 30ft long and 5ft wide blasts out from the orc in a direction of it's choice. Each creature in the line must make a DC 20 Dexterity saving throw, taking 8d8 fire damage on a failed save,  or half as much damage on a successful one. The flame punch ignites flammable objects in the area that aren't being worn or carried.

Bonus Actions

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

Description

This large orcish figure wears little armor, save for on one arm, where a brutally constructed set of interlocking plates with scale-like spikes protruding from it sits, connecting to a gauntlet that resembles a draconic head. The pigmentation of the skin is different to a standard orc, leaning towards a more brown palette. 

LumdumKomarog457

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