Page 197 - Monster Manual Expanded III Dragonix
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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
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