Medium Humanoid (Orc), Chaotic Evil
Armor Class 15 (hide armor)
Hit Points 59 (2d20 + 19)
Speed 35 ft.
STR
19 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
13 (+1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +7, CON +6, INT +4, WIS +4
Skills Intimidation +5, Religion +4, Survival +10
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Languages Abyssal, Common, Orc
Challenge 8 (3,900 XP)
Proficiency Bonus +3
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: 19(1d12 + 8) slashing damage and the target bleeds for 3 turns, taking 3 damage per turn and having disadvantage on attack rolls.

 

Bonus Actions

The orc can rally all allies within 30 ft of it and give them a +2 damage bonus and 3 temporary hit points.

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 maze which is so large the cult has training rooms for its warriors and a couple of temples.

 

These savage soldiers lead groups of 30-150 and wear bull skulls as masks and are much more skilled in combat and are ruthless tacticians.

Monster Tags: Orc

Habitat: ArcticForestGrasslandHillMountainSwampUnderdark

BruenorBattleaxe11

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