Medium Humanoid (Orc), Lawful Neutral
Armor Class 18 Plate Armor
Hit Points 150 (20d8 + 60)
Speed 30 ft., Swim 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +9, DEX +5, CON +7, CHA +7
Skills Athletics +12, Intimidation +10, Perception +4, Persuasion +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60ft., Passive Perception 14
Languages Common Common, Orc
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Brute. Thork's melee weapon attacks deal one extra die of damage on a hit (included in the attacks below).

Relentless Endurance (1/Day). When Thork is reduced to 0 hit points but not killed outright, he drops to 1 hit point instead.

Indomitable (1/Day). Thork can reroll a failed saving throw.

Battle Mastery. Thork can use special maneuvers to control the battlefield and enhance his attacks. He has four superiority dice (d10s) and regains them after a short or long rest. Maneuver options include:

  • Disarming Attack. Add 1d10 damage to an attack and force the target to succeed on a DC 17 Strength saving throw or drop an item.
  • Menacing Attack. Add 1d10 damage to an attack and force the target to succeed on a DC 17 Wisdom saving throw or become frightened until the end of Thork’s next turn.
  • Precision Attack. Add 1d10 to an attack roll after seeing the roll but before the DM determines the outcome.
  • Sweeping Attack. When Thork hits a creature with a melee attack, he can deal the weapon’s damage to another creature within 5 feet of the original target.

Orcish Fury. When Thork hits with a melee weapon attack, he can deal an extra 7 (1d8) damage once per turn.

Second Wind (1/Day). On his turn, Thork can use a bonus action to regain 20 hit points.

Actions

Multiattack. The orc ship captain makes two attacks: one with its cutlass and one with its hand crossbow.

  • Cutlass. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 4) slashing damage.

  • Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 10 (1d8 + 2) piercing damage.

  • Battle Roar (Recharge 5-6). Thork lets out a terrifying roar. Each creature of his choice within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened until the end of Thork’s next turn.

Bonus Actions

Second Wind. Regain 20 hit points.

Reactions

Parry. Thork adds +3 to his AC against one melee attack that would hit him, provided he can see the attacker and is wielding a melee weapon.

Unstoppable Strike. When a creature reduces Thork to below half his hit points, he can immediately make one melee weapon attack against the creature as a reaction.

Legendary Actions

The orc ship captain can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn.

  • Move. The orc moves up to its speed without provoking opportunity attacks.

  • Command Crew (Costs 2 Actions). The orc can grant one ally within 30 feet an additional attack as a reaction.

  • Intimidating Shout (Costs 3 Actions). Each enemy within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.

Description

The Orc Ship Captain is a ruthless leader of a band of orc pirates, known for cunning tactics and brutal enforcement aboard their ship. With a fierce demeanor and a sharp cutlass, this captain commands respect and fear from both crew and enemies alike. Masters of naval combat, they navigate the seas with both skill and savagery.

Tactics

  • Engage Directly: The captain should fight fiercely in melee, using the cutlass and taking advantage of its reactions.
  • Support Allies: Utilize Command Crew to enable allies to take extra attacks, maximizing damage output during combat.
  • Fear Tactics: Use Intimidating Shout to sow chaos among enemies and control the battlefield.

Habitat: Coastal

KimChi94

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