Medium Humanoid (Orc), Chaotic Evil
Armor Class 15 (hide armor)
Hit Points 40 (2d8 + 6)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
7 (-2)
WIS
11 (+0)
CHA
10 (+0)
Skills Intimidation +2
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
Challenge 2 (450 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.

Group Mentality: Grouped with a Fighter and Shaman, these Orcs try to stay within 25ft of each other to bolster each others abilities.

Near the Fighter - The Fighter presence distracts you allowing Yarsh to snare you on a failed save. DC 15 Dex: you can’t move or attack until free

Near the Shaman - Gains Blazing Bow String: all strikes (1d8+3) fire damage

Near Both Allies - Gains Pack Tactics: Yarsh has advantage on attack rolls against a creature that is within 5 feet of her or companions

 

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) slashing damage.

Long Bow. Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 6 (1d8 + 3) piercing damage.

Description

Orcs are savage humanoids with stooped postures, piggish faces, and prominent teeth that resemble tusks. They gather in tribes that satisfy their bloodlust by slaying any humanoids that stand against them. This particular ranger is part of a group of elite orcs that travel in packs of three.  When near each other they become stronger.

Monster Tags: Orc

Habitat: ArcticForestGrasslandHillMountainSwampUnderdark

Legendox

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