Dragon's Call. These Orcs were brought back by a powerful dragon commanding the power of death itself.
- The Zombie Orc has a +2 all Saving Throws.
- The Zombie Orc is immune to being Frightened and Charmed, and has resistance to Radiant damage (Detailed in resistances).
- The Zombie Orc has Temporary Hit Points equal to the average of half its Hit Die (30).
- The Zombie Orc deals 6 (2d6) extra necrotic damage with all attacks (Detailed in attacks).
Relentless. When the Zombie Orc is lowered to 0 HP, they can choose to endure and survive at 1 HP.
Enhanced Power. The Zombie Orc's attacks are magical for the sake of overcoming resistances.
Great Weapon Fighting. When the Zombie Orc makes an Orcish Greatsword attack and rolls a 1 or 2 on the damage die, they may reroll those dice once.
Unstoppable. The Zombie Orc has advantage on Athletics, Perception, and Concentration checks.
Multiattack. The Zombie Orc can attack twice with their Orcish Greatsword or Orcish Crossbow.
Orcish Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 11 (2d6+5) slashing damage and 6 (2d6) necrotic damage.
Orcish Crossbow. Ranged Weapon Attack: +9 to hit, range 100/400., 1 target. Hit: 10 (1d10+5) piercing damage and 6 (2d6) necrotic damage.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 9 (1d8+5) bludgeoning damage and 6 (2d6) necrotic damage.
Self Destruction. The Zombie Orc detonates their own body in a last ditch attempt to destroy their enemies. All creatures within a 10 foot radius of the Zombie Orc must make a Constitution saving throw DC 16 or take 25 (5d10) necrotic damage on a failed save or half as much on a successful one. This will kill the Zombie Orc.
Effortless Jump. The Zombie Orc jumps up to 20 feet in the air and lands within 30 feet of its original position.
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