Page 197 - Monster Manual Expanded III Dragonix
P. 197
Orc Bloodrager 10 (1d10 + 5) slashing damage if used with two hands while raging.
Medium humanoid (orc), chaotic evil Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage or 8
Armor Class 13 (1d6 + 5) slashing damage while raging.
Hit Points 52 (7d8 + 21) Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
Speed 40 ft. range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 8
(1d6 + 5) piercing damage while raging.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 10 (+0) Bonus Actions
Aggressive. The orc moves up to its speed toward a hostile creature
Saving Throws Str +5, Con +5 it can see.
Skills Athletics +5, Intimidation +2
Blood for Blood. While raging, when the orc deals melee weapon
Senses darkvision 60 ft., passive Perception 11
damage to an enemy creature, the orc gains 10 temporary hit points.
Languages Common, Orc
Challenge 4 (1,100 XP) Proficiency Bonus +2 Rage (Recharges after a Short or Long Rest). The orc enters a rage.
The rage lasts for 1 minute or until the orc is incapacitated. While
Reckless. At the start of its turn, the orc can gain advantage on all raging, the orc gains the following benefits:
melee weapon attack rolls during that turn, but attack rolls against it • The orc has advantage on Strength checks and Strength saving
have advantage until the start of its next turn. throws
• When it makes a melee weapon attack, the orc gains a +2 bonus to
Unarmored Defense. While the orc is wearing no armor, its AC
the damage roll (included in the attack).
includes its Constitution modifier.
• The orc has resistance to bludgeoning, piercing, and slashing
Actions damage.
Multiattack. The orc makes three melee attacks: two with its Reactions
Battleaxe attacks and one with its Handaxe.
Retaliation. When the orc takes damage from a creature within 5
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. feet of it, the orc can make one melee weapon attack against the
Hit: 7 (1d8 + 3) slashing damage or 9 (1d8 + 5) slashing damage creature.
while raging, 8 (1d10 + 3) slashing damage if used with two hands or
Orc Boss within 5 feet of it during its movement. Each target must succeed
on a DC 15 Dexterity saving throw or take 17 (2d12 + 4) slashing
Medium humanoid (orc), chaotic evil
damage.
Bonus Actions
Armor Class 15 (scale mail)
Hit Points 110 (13d8 + 52) Aggressive. The orc moves up to its speed toward a hostile creature
Speed 30 ft. it can see.
Legendary Actions
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 18 (+4) 8 (-1) 12 (+1) 14 (+2) The orc can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Saving Throws Str +7, Con +7 only at the end of another creature's turn. The orc regains spent
Skills Athletics +7, Intimidation +8 legendary actions at the start of its turn.
Senses darkvision 60 ft., passive Perception 11 Charge. The orc moves up to its speed.
Languages Common, Orc
Intimidate Foe. The orc targets one creature it can see within 30
Challenge 5 (1,800 XP) Proficiency Bonus +3
feet of it. If the target can see and hear the orc, it must make a DC
13 Wisdom saving throw or become frightened of the orc until the
Legendary Resistance (1/Day). If the orc fails a saving throw, it can end of the orc's next turn.
choose to succeed instead. Attack (Costs 2 Actions). The orc makes a melee or ranged
Actions attack.
Maim (Costs 3 Actions). The orc attacks with its greataxe. If the
Multiattack. The orc makes two attacks. attack hits, the target takes an extra 6 (1d12) slashing damage and
the target must make a DC 15 Constitution saving throw. On a
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
failed save, the target has disadvantage on attack rolls and ability
Hit: 10 (1d12 + 4) slashing damage.
checks, and can’t take reactions. The target can repeat the saving
Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or throw at the end of each of its turns, ending the effect on itself on a
range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage. success. A target that regains all of its hit points also ends the
effect.
Whirling Axe (Recharge 5-6). The orc moves up to its walking speed
without provoking opportunity attacks and targets each creature

