Medium humanoid (orc), Chaotic Evil
| Armor Class | 15 (studded leather armor) |
|---|---|
| Hit Points | 52 (8d8 + 16) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 16 (+3) | 15 (+2) | 9 (-1) | 11 (+0) | 9 (-1) |
| Saving Throws | — |
|---|---|
| Skills | Intimidation +1, Perception +2, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 12 |
| Languages | Common, Orc |
| Challenge | 3 |
On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.
The orc deals 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks).
Magical darkness doesn't impede the orc's darkvision.
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.
The orc makes two scimitar or dart attacks.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.
Ranged Attack Roll: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4 + 3) piercing damage.
The orc casts darkness without any components. Wisdom is its spellcasting ability.