Brute: A melee weapon deals one extra die of its damage when the Captain hits with it (included in the attack).
Surprise Attack: If the Captain surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Will of Sauron: The Captain has advantage on saving throws against being Charmed, Frightened, Paralyzed, Poisoned, Stunned, or rendered Unconscious.
Actions
Multiattack: The Captain makes two melee attacks, one of which may be a Long Sword attack.
Long Sword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Short Bow: Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Spiked Glove: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 8 (2d4 + 3) piercing damage.
Parry. The Captain adds 2 to its AC against one melee attack that would hit it. To do this, the Messenger must see the attacker and be wielding a shield.
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.