Medium Humanoid (Orc), Chaotic Evil
Armor Class 14 (hide armor)
Hit Points 17 (3d8 + 6)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
16 (+3)
INT
7 (-2)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws CON +5
Skills Intimidation +2
Damage Vulnerabilities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
Challenge 1/2 (100 XP)
Proficiency Bonus +2

Aggressive. As a bonus action, the orc can move up to half its speed toward a hostile creature that it can see.

Innate Spellcasting. The orc’s spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: prestidigitation, minor illusion

1/day each: fog cloud, chromatic orb

Actions

Multiattack. The orcs can make two melee attacks per turn.

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage or 7 (1d10 + 3) slashing damage if used with two hands.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 3) piercing damage.

Description

Aabicurri Orcs are smart humanoids with stooped postures, piggish faces, and prominent teeth that resemble tusks. They guard their people by making the oncomers scared enough that they run away, they scare them by snuffing out torches creating loud roars and making fog appear in the air. They gather in tribes that satisfy their bloodlust by slaying any humanoids that stand against them.

These orcs are hate the Aabicur people because they use their strength against them and they have poison spells and poison coated weapons that the orcs are vulnerable too. 

The Humans that live underground are great slaves to the orcs they make them serve the orc war leaders and they make them as fobber to use when they are taking over Aabicur settlements.

Monster Tags: Orc

Environment: CoastalHillMountainUnderdark

AlexosStormcloak

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