Medium humanoid (orc), Chaotic Evil
| Armor Class | 9 |
|---|---|
| Hit Points | 30 (4d8 + 12) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 8 (-1) | 16 (+3) | 7 (-2) | 11 (+0) | 7 (-2) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 10 |
| Languages | Common, Orc |
| Challenge | 1/2 |
As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
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.
The orc has advantage on saving throws against poison and disease.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) necrotic damage.
The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait.