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Ork Urk A5E

CR 2 humanoid

Medium humanoid, chaotic evil


Armor Class
13
Hit Points
45 (6d8+18)
Speed
40 ft.

STR14 (+2)
DEX10 (+0)
CON16 (+3)
INT10 (+0)
WIS10 (+0)
CHA12 (+1)

Saving Throws
Strength +4, Dexterity +2, Constitution +5
Skills
Athletics +4, Intimidation +3, Perception +2, Survival +2
Senses
passive Perception 12
Languages
any one
Challenge
2 (450 XP) · Proficiency Bonus +2

Bloodied Frenzy.

While the berserker is bloodied, they make all attacks with advantage and all attacks against them are made with advantage.

Unarmored Defense.

The berserkers AC equals 10 + their Dexterity modifier + their Constitution modifier.

Actions

Multiattack.

The berserker attacks twice.

Greataxe.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage.

Handaxe.

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Aggressive Charge.

The urk moves up to their Speed towards an enemy they can see or hear.

Warriors who fight on the front lines of an orc war horde gain a special title: urk, meaning doomed.

Other orc warriors treat urks with the deference due the sacred nature of their rage and sacrifice.

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details