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Warhordling Orc Eye A5E

CR 2 humanoid

Medium humanoid, chaotic evil


Armor Class
14
Hit Points
32 (5d8+10)
Speed
30 ft.

STR12 (+1)
DEX10 (+0)
CON14 (+2)
INT12 (+1)
WIS16 (+3)
CHA12 (+1)

Saving Throws
Wisdom +5, Charisma +3
Skills
Insight +5, Medicine +5, Persuasion +3, Religion +3
Senses
blindsight 10 ft., passive Perception 13
Languages
any two
Challenge
2 (450 XP) · Proficiency Bonus +2

Aggressive Charge.

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

Spellcasting.

The priest is a 5th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13 +5to hit with spell attacks). They have the following cleric spells prepared:

  • Cantrips (at will): Guidance, Sacred Flame, Thaumaturgy
  • 1st-Level (4 slots): Ceremony, Detect Evil and Good, Guiding Bolt, Bless
  • 2nd-Level (3 slots): Lesser Restoration, Arcane Eye
  • 3rd-Level (2 slots): Dispel Magic, Spirit Guardians
Warhordling Orc Eye Spellcasting.

The eye has advantage on attack rolls made against targets they can see with Arcane Eye.

Actions

Mace.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. On a hit the priest can expend a spell slot to deal 7 (2d6) radiant damage plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st.

Sacred Flame.

(Cantrip; V, S) One creature the priest can see within 60 feet makes a DC 13 Dexterity saving throw taking 9 (2d8) radiant damage on a failure. This spell ignores cover.

Guiding Bolt.

(1st-Level; V, S) Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (4d6) radiant damage and the next attack roll made against the target before the end of the priests next turn has advantage.

Dispel Magic.

(3rd-Level; V, S) The priest scours the magic from one creature object or magical effect within 120 feet that they can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot the priest makes a Wisdom ability check (DC 10 + the spells level) for each one ending the effect on a success.

Spirit Guardians.

(3rd-Level; V, S, M, Concentration) Spectral forms surround the priest in a 10-foot radius for 10 minutes. The priest can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain and when a creature enters the area for the first time on a turn or starts its turn there it makes a DC 13 Wisdom saving throw taking 10 (3d6) radiant or necrotic damage (priests choice) on a failure or half damage on a success.

Bonus Actions

Healing Word.

(1st-Level; V) The priest or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The priest can't cast this spell and a 1st-level or higher spell on the same turn.

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