Medium Humanoid (Orc), Neutral Evil
Armor Class 17 Scale Armor + Shield
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 Athletics +5
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
Challenge 1 (200 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.

Actions

Battle axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Description

Black Orcs are similar to regular Orcs except that they have formed a Kingdom. They are no longer primitive raiders but have the resources and the might of a Kingdom. With ample mines and an extensive trade network in addition to many skilled craftsmen, the Black Orc Soldiers have excellent weapons and armor. Also they are more than savage brutes, they have a organized command structure and they follow orders from their superiors. Black Orcs like Orcs have prominent lower canines that resemble tusks. They gather in tribes that satisfy their bloodlust by slaying any humanoids that stand against them.

Monster Tags: Orc

Habitat: ArcticForestGrasslandHillMountainSwampUnderdark

Rolandca

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