Medium Humanoid (Orc), Neutral Evil
Armor Class 14 (hide armor)
Hit Points 90 (16d8 + 18)
Speed 30 ft.
STR
15 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
14 (+2)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +6, DEX +5, CON +8, INT +6, WIS +8, CHA +8
Skills Insight +5, Intimidation +5, Persuasion +5, Stealth +3
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Orc, Thieves' Cant
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Love of Violence. Upon landing a melee weapon attack, the caporegime gains 6 temporary hit points. These hit points last until the end of combat.

Brawler. The caporegime may attempt to trip, shove or grapple a creature as a bonus action.

Untouchable. When the caporegime is harmed, one ally of the caporegime can use their reaction to make an opportunity attack against the creature that harmed it (assuming they are within reach).

Inspiring Loyalty. As long as the caporegime is not alone, it and any of its allies within 30 feet that can see it have advantage on saving throws against being frightened.

Actions

Multiattack. The caporegime makes three attacks, or one Call to Action.

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. 

Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one target grappled by the caporegime. Hit: 8 (2d6 + 1) bludgeoning damage.

Crossbow. Melee or Ranged Weapon Attack: +5 to hit., reach 5 ft. or range 100/400 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Call to Action (Recharge 5-6). Any allies of the caporegime within 30 feet gain 5 temporary hit points. If they are charmed or frightened, they may repeat their saving throw against that effect, ending the effect for themselves 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.

Monster Tags: Orc

Habitat: Urban

GlennyGlover

Comments

Posts Quoted:
Reply
Clear All Quotes