Medium Humanoid (Orc), Chaotic Evil
Armor Class 13 (hide armor)
Hit Points 15 (2d8 + 6)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
7 (-2)
WIS
11 (+0)
CHA
10 (+0)
Skills Intimidation +2
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
Challenge 2 (450 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.

Ash Puff. The first time the orc takes damage, any living creature within 5 feet of the orc must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Description

Orcs are burly raiders with prominent lower canines that resemble tusks. They gather in tribes that satisfy their bloodlust by slaying any humanoids that stand against them.

Ash Orcs were made by Orcs that were unlucky enough to have gotten consumed by the Ash.

Monster Tags: Orc

Habitat: CoastalDesertHillMountainSwampUnderdark

AshmirValhallen

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