Medium Humanoid (Orc), Neutral
Armor Class 16 (hide armor)
Hit Points 57 (6d8 + 6)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
Skills Intimidation +2
Damage Resistances Bludgeoning and Piercing from nonmagical attacks
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Orc
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Hard to Stop. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Bloodrage. After loosing 25 health, the Orc enrages. It ignores difficult terrain and gains advantage on all saving throws that would impede it's mobility. The Orc begins to throw a Javelin at the end of it's turn as a bonus action at a random target it can see 10ft or further away.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d12 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (3d6 + 3) piercing damage.

Description

Araithi Orcs are native to the southern Steppes of Araith. They live mostly Tribal, some have migrated to larger Cities to earn ther upkeep as hunters or trackers. They are naturally gifted fighters and live according to a strict Code of Honor.

Despite their Skill, massive Size of 8-9ft and impressive, extremely muscular stature, they yearn for a peaceful life, rarely showing outward agression. However, if threatened or when their honor is sufficiently insulted, they will show their agressor no mercy,  which led to the coining of the Phrase "Orcs don't start wars but they will win them."

Monster Tags: Orc

Habitat: ArcticForestGrasslandHillMountainSwampUnderdark

Ishtor72321

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