Medium humanoid (orc), Chaotic Evil
| Armor Class | 12 (hide armor) |
|---|---|
| Hit Points | 30 (4d8 + 12) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 11 (+0) | 16 (+3) | 11 (+0) | 14 (+2) | 9 (-1) |
| Saving Throws | — |
|---|---|
| Skills | Arcana +2, Intimidation +1, Medicine +4, Religion +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 12 |
| Languages | understands Common and Orc but can't speak |
| Challenge | 2 |
As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage.
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: guidance, mending, resistance, thaumaturgy
Level 1 (4 slots): bane, detect magic, inflict wounds, protection from evil and good
Level 2 (3 slots): blindness/deafness, silence