Armor Class
13
(hide armor)
Hit Points
18
(2d8 + 6)
Speed
32 ft.
STR
16
(+3)
DEX
12
(+1)
CON
16
(+3)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
Saving Throws
STR +5, CON +5, INT +2
Skills
Intimidation +5, Religion +4
Condition Immunities
Poisoned
Senses
Darkvision 60 ft., Passive Perception 11
Languages
Abyssal, Common, Orc
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11(1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8(1d6 + 3) piercing damage.
Description
On this world, the orcs have mainly coalesced into a large cult to Baphomet and number around 19,000 strong. The have support from 5 hobgoblin companies and have a cult of human worshippers as well aiding them. These orcs mainly don’t have a tribe, so instead they have the equivalent to a kingdom inside of a massive abandoned prison.
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