Large Humanoid (Orc), Lawful Evil
Armor Class 21 (half plate armor)
Hit Points 180 (20d12 + 40)
Speed 35 ft.
STR
23 (+6)
DEX
12 (+1)
CON
18 (+4)
INT
24 (+7)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +10, CON +8, INT +11
Skills Arcana +11, Insight +11, Intimidation +2, Investigation +11, Perception +4, Persuasion +3
Damage Resistances Acid, Poison
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 23
Languages Common, Draconic, Orc
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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

Large Claw. Bork has advantage on grapple (strength) saving throws due to his massive metal claw and overpowering might. Creatures grappled by have disadvantage on Dexterity saves.

Metal Arm Strong. If targeted, Bork's metal arm causes an enemy's weapon to take damage. Causing the weapon to have only 20 more uses before it breaks. This number halves every extra attack made against Bork's arm.

Spellcasting. The battle smith is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The battle smith has the following artificer spells prepared:

Cantrips (at will): mending, light, firebolt

1st Level (7 slots): cure wounds, faerie fire, false life, catapult, sanctuary, shield

2nd Level (5 slots): aid, blur, branding smite, heat metal, warding bond, invisibility

3nd Level (4 slots): aura of vitality, haste, dispel magic, counterspell, conjure barrage

Actions

Multi Attack. Bork can make a Laser Pistol attack and either an Arm Pistol attack or a Big Claw attack.

Laser Pistol. Ranged Weapon Attack: +5 to hit, range 120/400 ft., one target. Hit: 17 (3d8 + 8) radiant damage.

Arm Pistol. Ranged Weapon Attack: +5 to hit, range 120/400 ft., one target. Hit: 14 (2d6 + 8) piercing damage. Upon hit everything within a 5ft radius must make a Dexterity saving throw DC 15 or take 1d8+2 fire damage.

Big Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 8) slashing damage. Upon hit the creature has to make a Strength saving throw DC 19 or be grappled by Bork.

Bonus Actions

Inertia. As a bonus action, Bork can activate his weapon for two minutes, or as long as the combat lasts. While active, when Bork misses or makes a critical strike on an attack with his weapon, it gains a charge. His attacks with his weapon have attack and damage bonuses equal to the amount of charges this weapon has. When this weapon deactivates, it loses all charges. Once activated, this weapon cannot be activated again for an hour.

Command. As a bonus action, Bork can command Jenkins the Insightful to take an action and/or move anywhere that wouldn't cause Jenkins any direct harm.

 

Description

Orcs as a rule are savage humanoids that gather in tribes in order to satisfy their bloodlust by slaying any humanoids that stand against them. Bork Nork is an exception, because instead of murdering humanoids, he mutates and experiments on them in the name of science.

Previous Versions

Name Date Modified Views Adds Version Actions
9/11/2022 7:02:51 AM
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9/11/2022 5:54:55 PM
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1.1
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9/11/2022 6:21:20 PM
1
0
1.2
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9/11/2024 8:25:48 PM
25
5
1.3
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Monster Tags: Orc

Habitat: ArcticForestGrasslandHillMountainSwampUnderdark

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