Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., Range 20ft/60ft one target. Hit: 1d4 + 1 piercing damage.
Cantrips:
Acid Splash:
Casting Time: 1 action
Range/Area: 60ft.
Attack/Save: DEX 12
You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
Chill Touch:
Casting Time: 1 action
Range/Area: 120ft.
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
Gust:
Casting Time: 1 action
Range/Area: 30ft.
Attack/Save: STR 12
You seize the air and compel it to create one of the following effects at a point you can see within range:
1. One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
2. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
3. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Description
The Belkun Orc tribe has lived in and around a ruined wizard tower for generations, lending some of their members an affinity and a desire to learn the wizarding arts.
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