Medium Humanoid (Cleric), Typically Chaotic Evil
AC 13 (Chain Shirt)    Initiative +0 (10)
HP 55 (7d8 + 14)
Speed 30 ft.
Mod Save
STR 13 +1 +1
DEX 10 +0 +0
CON 15 +2 +2
Mod Save
INT 8 −1 −1
WIS 17 +3 +5
CHA 13 +1 +3
Skills Athletics +3, Intimidation +3, Medicine +5
Gear Chain Shirt, Holy Symbol, Morningstar
Senses Darkvision 60 ft.; Passive Perception 13
Languages Orc
CR 3 (XP 700; PB +2)
Traits

Relentless (1/Day). When the orc is reduced to 0 hit points but not killed outright, they drop to 1 hit points instead.

Battle Trance. The orc has advantage on saving throws made to maintain concentration on a spell.

Actions

Morningstar. Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Toll the Dead. The orc targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or take 8 (2d8) necrotic damage, or 12 (2d12) necrotic damage if it is missing any of its hit points.

Spellcasting. The orc casts one of the following spells, using Wisdom as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks):

2/Day Each: Bless, Command, Guiding Bolt, Magic Weapon

1/Day Each: Crusader's Mantle, Spirit Guardians

Bonus Actions

Aggressive. The orc moves up to their speed towards a hostile creature they can see. 

Divine Aid (2/Day). The orc casts Healing Word or Spiritual Weapon, using Wisdom as its spellcasting ability.

Reactions

Guided Strike (Recharge 6). When the orc sees an allied creature within 30 feet of it make a melee attack roll, it can use its reaction to give that creature advantage on the attack roll.

Description

"We heard the drums first. Thunderous drums that shook the trees and drove the birds up into the sky. They were coming for us. Their gods were hungry."

-Survivor of an orc raid

Orcs are a race of brutal, war-mongering humanoids that plague countless worlds, waging an endless war against all who oppose them in the name of their god, Gruumsh One-Eye.

GarmGrendelsson2025

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