Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Battle Ready. The Bork's weapon attacks are magical, and it adds its Intelligence modifier to attack and damage rolls with them instead of Strength or Dexterity.
Infusions. Bork has three items infused with magical properties: its half plate which provides a +1 bonus to its armor class (included), its heavy crossbow which has a +1 bonus to its attack and damage rolls and lacks the loading property (included), and its greatsword which has a +1 bonus to attack and damage rolls and grants it the Radiant Flare reaction (included). If the Bork dies, these magical properties end 4 days later.
Spellcasting. Bork is an 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): Fire Bolt, mage hand, Mending, Prestidigitation, Light
1st level (4 slots): False Life, Thunderwave, Sanctuary, Cure Wounds, Shield, Heroism
2nd level (3 slots): Blur, Heat Metal, Scorching Ray, See Invisibility, Branding Smite
3rd level (3 slots): Dispel Magic, Fly, Haste
Multiattack. Bork makes 2 weapon attacks.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Radiant Flare (2/Day). If Bork is wielding its greatsword, after being hit by an attack it can force the attacker to make a DC 15 Constitution saving throw. If it fails, the attacker is blinded until the end of the attacker's next turn.
Description
You've heard of Bill Nye the Science Guy now get ready for!
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