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# Tribal Orcs ___ > ## Orc >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 13 (hide) > - **Hit Points** 15 (2d8 + 6) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|16 (+3)|7 (-2)|11 (+0)|10 (+0)| >___ > - **Skills** Intimidation +2 > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Orc > - **Challenge** 1/2 (100 XP) > ___ > **Aggressive.** As a bonus action, the orc can move up to its speed toward a hostile creature it can see. > > ### Actions > **Greataxe.** Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9(1d12+3) slashing damage. > > **Javelin.** Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 30/120 ft., one target. Hit 6(1d6+3) piercing damage. > ##### Veteran Orcs > Many orcs hone their skills over countless years of battle and pillaging. While these orcs may not be suitable for leading, they are excellent warriors, and have the following changes: > - They have 30 (4d8 + 12) hit points > - Their to-hit bonus is +6 > - They have the skills Athletics +5, Intimidation +4 > - Their CR is 1 (200 XP) \columnbreak ___ > ## Orc Archer >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 14 (hide) > - **Hit Points** 13 (2d8 + 4) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|14 (+2)|7 (-2)|12 (+1)|10 (+0)| >___ > - **Skills** Survival +3, Stealth +4 > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Orc > - **Challenge** 1/2 (100 XP) > ___ > ### Actions > **Dagger.** Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4(1d4+2) piercing damage. > > **Longbow.** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit 6(1d8+2) piercing damage. > > **Fire Arrow (3/day).** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit 4 (1d4+2) piercing damage plus 7 (2d6) fire damage. > ##### Veteran Orc Archer > Orc archers tend to survive somewhat more reliably than their more melee-inclined brethren, and can often survive long enough to learn from the combat they see. They have the following changes: > - They have 26 (4d8 + 8) hit points > - They have **Multiattack.** The orc makes two Longbow attacks. > - They have the skills Perception +3 > - Their passive Perception is 13 > - Their CR is 1 (200 XP) \pagebreakNum ___ > ## Orc Shaman, Claw of Luthic >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 14 (hide) > - **Hit Points** 15 (6d8 + 18) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|15 (+2)|16 (+3)|10 (+0)|15 (+2)|11 (+0)| >___ > - **Skills** Intimidation +2, Medicine +4, Survival +4 > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Orc > - **Challenge** 2 (450 XP) > ___ > **Aggressive.** As a bonus action, the orc can move up to its speed toward a hostile creature it can see. > > **Spellcasting.** The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared: > > Cantrips (at will): *guidance, mending, resistance, thaumaturgy* > > 1st level (4 slots): *bane, cure wounds, guiding bolt* > > 2nd level (3 slots): *augury, warding bond* > > 3rd level (2 slots): *bestow curse, create food and water* > > ### Actions > **Multiattack.** The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining. > > **Claw.** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage. \columnbreak ___ > ## Orc Eye of Gruumsh >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 16 (ring mail, shield) > - **Hit Points** 45 (6d8 + 18) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|17 (+3)|9 (-1)|13 (+1)|12 (+1)| >___ > - **Skills** Intimidation +3, Religion +1 > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Orc > - **Challenge** 2 (450 XP) > ___ > **Aggressive.** As a bonus action, the orc can move up to its speed toward a hostile creature it can see. > > **Gruumsh's Fury.** The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). > > **Spellcasting.** The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared: > > Cantrips (at will): *guidance, resistance, thaumaturgy* > > 1st level (4 slots): *bless, command* > > 2nd level (2 slots): *augury, spiritual weapon (spear)* > > ### Actions > **Spear.** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6+3 plus 1d8) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack. \pagebreakNum ___ > ## Orc Red Fang of Shargaas >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 15 (studded leather) > - **Hit Points** 52 (8d8+16) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|15 (+2)|9 (-1)|11 (+0)|9 (-1)| >___ > - **Skills** Intimidation +1, Perception +2, Stealth +5 > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Common, Orc > - **Challenge** 3 (700 XP) > ___ > **Cunning Action.** On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action. > > **Hand of Shargaas.** The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks). > > **Shargaas's Sight.** Magical darkness doesn't impede the orc's darkvision. > > **Slayer.** In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn't taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit. > > ### Actions > **Multiattack.** The orc makes two scimitar or dart attacks. > > **Scimitar.** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) slashing damage. > > **Dart.** Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4+3) piercing damage. > > **Veil of Shargaas (Recharges after a Short or Long Rest).** The orc casts darkness without any components. Wisdom is its spellcasting ability. \columnbreak ___ > ## Orc Berserker >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 12 (hide) > - **Hit Points** 77 (9d8 + 44) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|11 (+0)|18 (+4)|6 (-2)|11 (+0)|10 (+0)| >___ > - **Skills** Athletics +6, Intimidation +4 > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Orc > - **Challenge** 3 (100 XP) > ___ > **Aggressive.** As a bonus action, the orc can move up to its speed toward a hostile creature it can see. > > **Gruumsh's Fury.** The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). > > **Reckless.** At the start of its turn, the orc can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. > > ### Actions > **Greataxe.** Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 15 (1d12+4 plus 1d8) slashing damage. \pagebreakNum ___ > ## Orc Blade of Ilneval >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 16 (chain mail, shield) > - **Hit Points** 60 (8d8 + 24) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+2)|17 (+3)|8 (-1)|15 (+2)|13 (+1)| >___ > - **Saving Throws** Wis +3 > - **Skills** Insight +3, Intimidation +4, Perception +3 > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** Common, Orc > - **Challenge** 4 (1,100 XP) > ___ > **Aggressive.** As a bonus action, the orc can move up to its speed toward a hostile creature it can see. > > **Foe Smiter of Ilneval.** The orc deals an extra die of damage when it hits with a longsword attack (included in the attack). > > ### Actions > **Multiattack.** The orc makes two melee attacks or two ranged attacks with its javelins. If Ilneval's Command is available to use, the orc can use it after these attacks. > > **Longsword.** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage when used with two hands. > > **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. > > **Ilneval's Command (Recharges 4–6).** Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack. \columnbreak ___ > ## Orc War Chief >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 16 (chain mail) > - **Hit Points** 93 (11d8 + 44) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|18 (+4)|11 (+0)|11 (+0)|16 (+3)| >___ > - **Saving Throws** Str +6, Con +6, Wis +2 > - **Skills** Intimidation +5 > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Common, Orc > - **Challenge** 4 (1,100 XP) > ___ > **Aggressive.** As a bonus action, the orc can move up to its speed toward a hostile creature it can see. > > **Gruumsh's Fury.** The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). > > ### Actions > **Multiattack.** The orc makes two attacks with its greataxe or its spear. > > **Greataxe.** Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 15 (1d12+4 plus 1d8) slashing damage. > > **Spear.** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6+4 plus 1d8) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack. > > **Battle Cry (1/Day).** Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action. \pagebreakNum ___ > ## Tanarukk >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 95 (10d8 + 50) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|20 (+5)|9 (-1)|9 (-1)|9 (-1)| >___ > - **Skills** Intimidation +2, Perception +2 > - **Damage Resistance** fire, poison > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Anyssal, Common, Orc > - **Challenge** 5 (1,800 XP) > ___ > **Aggressive.** As a bonus action, the orc can move up to its speed toward a hostile creature it can see. > > **Magic Resistance.** The tanarukk has advantage on saving throws against spells and other magical effects. > > ### Actions > **Multiattack.** The tanarukk makes two attacks: one with its bite and one with its greatsword. > > **Bite.** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. > > **Greatsword.** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. > > ### Reactions > **Unbridled Fury.** In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker. \columnbreak ___ > ## Orc Headhunter >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 14 (hide) > - **Hit Points** 105 (14d8 + 42) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+2)|17 (+3)|8 (-1)|15 (+2)|13 (+1)| >___ > - **Saving Throws** Str +7, Dex +5, Con +6 > - **Skills** Athletics +7, Intimidation +7, Perception +5, Stealth +8 > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** Common, Goblin, Orc > - **Challenge** 7 (2,900 XP) > ___ > **Aggressive.** As a bonus action, the orc can move up to its speed toward a hostile creature it can see. > > **Dread Ambusher.** The orc has advantage on checks to hide if it spends at least 1 hour preparing its hiding place. If the orc surprises a creature on the first turn of combat, its first weapon attack deals an extra 14 (4d6) damage. > > **Gruumsh's Fury.** The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). > > **Relentless Endurance (1/day).** When reduced to 0 hit points but not killed outright, the orc drops to 1 hit point instead. > > ### Actions > **Multiattack.** The orc makes 3 melee attacks, or 1 ranged attack and 1 melee attack. > > **Jagged Axe.** Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 13 (2d8+4) slashing damage. If the creature is unarmored, it takes an additional 4 (1d8) slashing damage. > > **Bola.** Ranged Weapon Attack: +7 to hit, range 40/120 ft., one target. Hit 12 (1d6+4 plus 1d8) bludgeoning damage, and the target is restrained (escape DC 15). \pagebreakNum # Plague Orcs ___ > ## Orc Nurtured One of Yurtrus >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 9 (unarmored) > - **Hit Points** 30 (4d8 + 12) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|8 (-1)|16 (+3)|7 (-2)|11 (+0)|7 (-2)| >___ > - **Damage Resistances** poison > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Orc > - **Challenge** 1/2 (100 XP) > ___ > **Aggressive.** As a bonus action, the orc can move up to its speed toward a hostile creature it can see. > > **Corrupted Carrier.** When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn't poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can't regain hit points. > > **Nurtured One of Yurtrus.** The orc has advantage on saving throws against poison and disease. > > ### Actions > **Claws.** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage. > > **Corrupted Vengeance.** The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait. \columnbreak ___ > ## Orc Hand of Yurtrus >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 12 (hide) > - **Hit Points** 15 (6d8 + 18) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|11 (+0)|16 (+3)|11 (+0)|14 (+2)|9 (-1)| >___ > - **Skills** Arcana +2, Intimidation +1, Medicine +4, Religion +2 > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Orc > - **Challenge** 2 (450 XP) > ___ > **Aggressive.** As a bonus action, the orc can move up to its speed toward a hostile creature it can see. > > **Spellcasting.** The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared: > > Cantrips (at will): *guidance, mending, resistance, thaumaturgy* > > 1st level (4 slots): *bane, detect magic, inflict wounds, protection from evil and good* > > 2nd level (3 slots): *blindness/deafness, silence* > > ### Actions > **Touch of the White Hand.** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage. \pagebreakNum # "Civilized" Orcs ___ > ## Orc Mercenary >*Medium humanoid (orc), neutral evil* > ___ > - **Armor Class** 16 (ring mail, shield) > - **Hit Points** 22 (3d8 + 9) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|12 (+1)|16 (+3)|8 (-1)|12 (+1)|10 (+0)| >___ > - **Skills** Intimidation +2 > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Common, Orc > - **Challenge** 1 (200 XP) > ___ > **Aggressive.** As a bonus action, the orc can move up to its speed toward a hostile creature it can see. > > ### Actions > **Multiattack.** The orc makes two melee attacks. > > **Battleaxe.** Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7(1d8+3) slashing damage or 8 (1d10+3) slashing damage if wielded in two hands. > > **Javelin.** Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 30/120 ft., one target. Hit 6(1d6+3) piercing damage. > ##### Orc Mercenary Elite > Mercenaries are no strangers to war, and some of them, especially orcs, are quite good at it. These orcs are represented with the following changes: > > - They have 37 (5d8 + 15) hit points > > - They have the skills Athletics +5, Perception +3 > > - Their passive Perception is 13 > > - Their Challenge rating is 2 (450 XP) \columnbreak ___ > ## Orc Mercenary Archer >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 13 (leather) > - **Hit Points** 22 (3d8+9) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|15 (+2)|16 (+3)|8 (-1)|12 (+1)|10 (+0)| >___ > - **Skills** Intimidation +2 > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Common, Orc > - **Challenge** 1 (200 XP) > ___ > **Aggressive.** As a bonus action, the orc can move up to its speed toward a hostile creature it can see. > > ### Actions > **Multiattack.** The orc makes two longbow attacks. > > **Handaxe.** Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5(1d6+2) slashing damage. > > **Longbow.** Ranged Weapon Attack: +4 to hit, range 150/600ft., one target. Hit 6(1d8+2) piercing damage. > ##### Orc Mercenary Archer Elite > Mercenaries are no strangers to war, and some of them, especially orcs, are quite good at it. These orcs are represented with the following changes: > > - Their AC is 14 (studded leather) and have 37 (5d8 + 15) hit points > > - They have the skills Perception +3, Stealth +4 > > - Their passive Perception is 13 > > - Their Challenge rating is 2 (450 XP) \pagebreakNum ___ > ## Orc Mercenary Captain >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 16 (chainmail) > - **Hit Points** 60 (8d8 + 24) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|16 (+3)|10 (+0)|12 (+1)|12 (+1)| >___ > - **Skills** Athletics +6, Intimidation +5, Perception +3 > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** Common, Orc > - **Challenge** 3 (700 XP) > ___ > **Aggressive.** As a bonus action, the orc can move up to its speed toward a hostile creature it can see. > > **Relentless Endurance (1/day).** When reduced to 0 hit points but not killed outright, the orc drops to 1 hit point instead. > > ### Actions > **Multiattack.** The orc makes two melee attacks. > > **Greataxe.** Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d12+4) slashing damage. > > **Gauntlet.** Melee Weapon Attack: +6 to hit., reach 5ft., one target. Hit 6 (1d4+4) bludgeoning damage. > > **Javelin.** Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. or range 30/120 ft., one target. Hit 7(1d6+4) piercing damage. > > ### Reactions > **Sucker Punch.** As a reaction to a creature within 5ft. missing the orc with a weapon attack, it can make an unarmed strike against that creature. \columnbreak ___ > ## Orc Marshall >*Medium humanoid (orc), neutral evil* > ___ > - **Armor Class** 18 (plate) > - **Hit Points** 15 (15d8+6) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|11 (+0)|17 (+3)|12 (+1)|14 (+2)|13 (+1)| >___ > - **Saving Throws** Strength +7, Constitution +6 > - **Skills** Athletics +6, Intimidation +7, Perception +5, Persuasion +4 > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** Common, Orc > - **Challenge** 7 (1,800 XP) > ___ > **Aggressive.** As a bonus action, the orc can move up to its speed toward a hostile creature it can see. > > **Gruumsh's Fury.** The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). > > **Leadership (Recharges after a Short or Long Rest).** For 1 minute, the orc can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the orc. A creature can benefit from only one Leadership die at a time. This effect ends if the orc is incapacitated. > > **Relentless Endurance (1/day).** When reduced to 0 hit points but not killed outright, the orc drops to 1 hit point instead. > > ### Actions > **Multiattack.** The orc makes two greataxe attacks and one unarmed strike. > > **Greataxe.** Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 17 (2d12+4) slashing damage. > > **Gauntlet.** Melee Weapon Attack: +7 to hit., reach 5ft., one target. Hit 11 (1d4+4 plus 1d8) bludgeoning damage. > > **Javelin.** Melee or Ranged Weapon Attack: +7 to hit, reach 5ft. or range 30/120 ft., one target. Hit 12 (1d6+4 plus 1d8) piercing damage. > > ### Reactions > **Sucker Punch.** As a reaction to a creature within 5ft. missing the orc with a weapon attack, it can make a gauntlet attack against that creature. \pagebreakNum # Deep Orcs ___ > ## Orog >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 18 (plate) > - **Hit Points** 42 (5d8 + 20) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|18 (+4)|12 (+1)|11 (+0)|12 (+1)| >___ > - **Skills** Intimidation +5, Survival +2 > - **Senses** darkvision 120 ft., passive Perception 10 > - **Languages** Undercommon, Orc > - **Challenge** 2 (450 XP) > ___ > **Aggressive.** As a bonus action, the orog can move up to its speed toward a hostile creature it can see. > > ### Actions > **Multiattack.** The orog makes two greataxe attacks. > > **Greataxe.** Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d12+4) slashing damage. > > **Javelin.** Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. or range 30/120 ft., one target. Hit 7 (1d6+4) piercing damage. > ##### Veteran Orug > Orugs are much smarter than their surface cousins, and thus tend to live longer. Many of them gain valuable combat experience, and have the following changes: > - They have 60 (7d8 + 28) hit points > - They have the skills Athletics +5, Perception +2 > - Their passive Perception is 12 > - They have the skill **Relentless Endurance (1/day).** When reduced to 0 hit points but not killed outright, the orog drops to 1 hit point instead. > - Their CR is 3 (700 XP) \columnbreak ___ > ## Orog Shooter >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 18 (plate) > - **Hit Points** 42 (5d8 + 20) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|17 (+3)|12 (+1)|11 (+0)|12 (+1)| >___ > - **Skills** Intimidation +5, Survival +2 > - **Senses** darkvision 120 ft., passive Perception 10 > - **Languages** Undercommon, Orc > - **Challenge** 2 (450 XP) > ___ > **Aggressive.** As a bonus action, the orog can move up to its speed toward a hostile creature it can see. > > ### Actions > **Handaxe.** Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d6+3) slashing damage. > > **Doubled Crossbow.** Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit 12 (2d8+3) piercing damage. > ##### Veteran Orug Shooter > Orogs are much smarter than their surface cousins, and thus tend to live longer. Many of them gain valuable combat experience, and have the following changes: > - They have 60 (7d8 + 28) hit points > - They have the skills Athletics +5, Perception +2 > - Their passive Perception is 12 > - They have the skill **Sharpshooter.** The orog's ranged weapon attacks ignore half cover and three-quarters cover. > - Their CR is 3 (700 XP) \pagebreakNum ___ > ## Orog War Chief >*Medium humanoid (orc), chaotic evil* > ___ > - **Armor Class** 20 (plate, shield) > - **Hit Points** 128 (15d8 + 60) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|12 (+1)|18 (+4)|14 (+2)|11 (+0)|16 (+3)| >___ > - **Saving Throws** Str +7, Con +7, Wis +3 > - **Skills** Athletics +7, Intimidation +9, Perception +3, Survival +4 > - **Senses** darkvision 120 ft., passive Perception 13 > - **Languages** Undercommon, Orc > - **Challenge** 6 (2,300 XP) > ___ > **Aggressive.** As a bonus action, the orog can move up to its speed toward a hostile creature it can see. > > **Gruumsh's Fury.** The orog deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). > > **Relentless Endurance (1/day).** When reduced to 0 hit points but not killed outright, the orog drops to 1 hit point instead. > > ### Actions > **Multiattack.** The orog makes two spear attacks. > > **Boar Spear.** Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d8+4) piercing damage, or 14 (1d10+4 plus 1d8) piercing damage if used with two hands to make a melee attack. > > **Battle Cry (1/Day).** Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action. \pagebreakNum # Ogres ___ > ## Half-Ogre (Ogrillion) >*Large giant, any chaotic alignment* > ___ > - **Armor Class** 12 (hide) > - **Hit Points** 30 (4d10 + 8) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|10 (+0)|14 (+2)|7 (-2)|9 (-1)|10 (+0)| >___ > - **Senses** darkvision 60 ft., passive Perception 9 > - **Languages** Common, Giant > - **Challenge** 1 (200 XP) > ___ > ### Actions > **Warhammer.** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) bludgeoning damage, or 14 (2d10+3) bludgeoning damage if used with two hands. > > **Javelin.** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6+3) piercing damage. \columnbreak ___ > ## Ogre >*Large giant, chaotic evil* > ___ > - **Armor Class** 11 (hide) > - **Hit Points** 59 (7d10 + 21) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|8 (-1)|16 (+3)|5 (-3)|7 (-2)|7 (-2)| >___ > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** Giant > - **Challenge** 2 (450 XP) > ___ > ### Actions > **Greatclub.** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. > > **Javelin.** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6+3) piercing damage. > ##### Variant, Armored Ogre > Normally, Ogres are too stupid to comprehend the complexity of combat. That's not to say some of them aren't a bit stockier and more dangerous, and even orcs can see it. These ogres have the following changes: > - Their AC is 16 (miscellaneous armor scraps)
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> - Their Constiution score is 18 (+4) and their hit points are 66 (7d10 + 28) > - Their speed is 35ft. > - Their CR is 3 (700) \pagebreakNum ___ > ## Ogre Bolt Launcher >*Large giant, chaotic evil* > ___ > - **Armor Class** 13 (hide) > - **Hit Points** 59 (7d10 + 21) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|12 (+1)|16 (+3)|5 (-3)|7 (-2)|7 (-2)| >___ > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** Giant > - **Challenge** 2 (450 XP) > ___ > ### Actions > **Club.** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage. > > **Bolt Launcher.** Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d10+1) piercing damage. \columnbreak ___ > ## Ogre Howdah >*Large giant, chaotic evil* > ___ > - **Armor Class** 13 (breastplate) > - **Hit Points** 59 (7d10 + 21) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|8 (-1)|16 (+3)|5 (-3)|7 (-2)|7 (-2)| >___ > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** Giant > - **Challenge** 2 (450 XP) > ___ > **Howdah.** The ogre carries a compact fort on its back. Up to four Small creatures, or two Medium creatures, can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre. > > ### Actions > **Mace.** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. \pagebreakNum ___ > ## Ogre Chain Brute >*Large giant, chaotic evil* > ___ > - **Armor Class** 11 (hide) > - **Hit Points** 59 (7d10 + 21) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|8 (-1)|16 (+3)|5 (-3)|7 (-2)|7 (-2)| >___ > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** Giant > - **Challenge** 3 (700 XP) > ___ > ### Actions > **Fist.** Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 (2d4+4) bludgeoning damage. > > **Chain Sweep.** The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8+4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. > > **Chain Smash (Recharge 6).** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage, and the target must make a DC 14 Constitution saving throw. On a failure the target is unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. \columnbreak ___ > ## Ogre Battering Ram >*Large giant, chaotic evil* > ___ > - **Armor Class** 14 (ring mail) > - **Hit Points** 59 (7d10 + 21) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|8 (-1)|16 (+3)|5 (-3)|7 (-2)|7 (-2)| >___ > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** Giant > - **Challenge** 4 (1,100 XP) > ___ > **Siege Monster.** The ogre deals double damage to objects and structures. > > ### Actions > **Bash.** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller. > > **Block the Path.** Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn. \pagebreakNum ___ > ## Ogre Crusher >*Large giant, chaotic evil* > ___ > - **Armor Class** 16 (miscellaneous armor scraps) > - **Hit Points** 86 (9d10 + 21) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|8 (-1)|19 (+4)|5 (-3)|7 (-2)|7 (-2)| >___ > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** Giant > - **Challenge** 5 (1,100 XP) > ___ > **Siege Monster.** The ogre deals double damage to objects and structures. > > ### Actions > **Multiattack.** The ogre makes one maul attack and one ground pound attack if it has it available. > > **Maul.** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6+5) bludgeoning damage. > > **Debris.** Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d4+5) bludgeoning damage. A creature hit must make a DC 14 Strength saving throw or be knocked prone. > > **Ground Pound (Recharge 5-6).** The ogre smashes the ground with excessive force, causing the 5ft square it hit to become difficult terrain, and forcing all creatures within 15ft. of the point of impact to succeed on a DC 16 Strength saving throw or fall prone. If a creature occupies the point of impact, it must make a DC 12 Dexterity saving throw or suffer the damage of a Maul attack.