Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Plant Camouflage. The orc has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration. The orc regains 5 hit points at the start of its turn. If it takes cold, fire, necrotic, or radiant damage, this trait doesn’t function at the start of the orc's next turn. The orc dies only if it starts its turn with 0 hit points and doesn’t regenerate.
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.
Choking Spores. The orc ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target takes 5 (2d4) Poison damage at the start of each turn. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
Fearful Escape. If a successful INT roll of 17+ is made, Corupted Orc will Disengage and flee. Reminder: Disengage does NOT trigger a bonus action.
Hallucination Spores. The orc ejects spores at one creature it can see within 5 feet of it when successfully hit. The target must succeed on a DC 13 Wisdom saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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.
Thanks Faulk for a cool abilities!
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