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Orc 2014

CR 1/2 humanoid

Medium humanoid, chaotic evil


Armor Class
13 (hide armor)
Hit Points
25
Speed
30 ft.

STR16 (+3)
DEX12 (+1)
CON16 (+3)
INT6 (-2)
WIS10 (+0)
CHA10 (+0)

Saving Throws
Strength +3, Dexterity +1, Constitution +3, Intelligence -2, Wisdom +0, Charisma +0
Skills
Resistances
exhaustion
Senses
darkvision 60 ft., passive Perception 10
Languages
Common,Orc
Challenge
1/2 (100 XP) · Proficiency Bonus +2

Stalwart.

If the orc starts its turn afflicted by an ongoing effect that allows for a repeated save to end the effect, such as the hold spell or the poison from an ettercap's Bite, the orc can make the save at the start of the turn instead of the end and has advantage on the save.

Actions

Greataxe.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage.

Javelin.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.

Bonus Actions

Warrior's Advance.

The orc moves up to its speed toward a hostile creature that it can see.

Other versions

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details