Page 199 - Monster Manual Expanded III Dragonix
P. 199
Orog Hag of Luthic ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
She regains her expended spell slots when she finishes a short or
Medium humanoid (orc), chaotic evil
long rest. She knows the following warlock spells:
Cantrips (at will): chill touch (2d8), mage hand, lightning lure (2d8)
Armor Class 12 (15 with mage armor)
1st-3rd level (2 3rd-level slots): darkness, earthbind, erupting earth,
Hit Points 90 (12d8 + 36)
hellish rebuke, meld into stone, sanctuary, spike growth
Speed 30 ft.
Blood Storm (Recharge 6). A churning red cloud forms, centered on
a point the hag can see within 60 feet of it and spreading to a radius
STR DEX CON INT WIS CHA
of 30 feet. Blood instantly rains from the cloud and soaks everyone
16 (+3) 15 (+2) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
it hits. Each creature under the cloud when it appears must make a
DC 13 Constitution saving throw against disease. On a failed save,
Saving Throws Wis +5, Cha +5
a creature takes 14 (4d6) necrotic damage and becomes poisoned
Skills Arcana +4, Religion +4
until the disease is cured. On a successful save, a creature takes half
Senses darkvision 60 ft., passive Perception 12
as much damage and isn't poisoned. The cloud dissipates at the end
Languages Common, Orc
Challenge 5 (1,800 XP) Proficiency Bonus +3 of the turn.
Bonus Actions
Innate Spellcasting. The orog's innate spellcasting ability is
Aggressive. The orog moves up to its speed toward a hostile creature
Charisma (spell save DC 13). She can innately cast the following
it can see.
spells, requiring no material components:
At will: disguise self, false life, mage armor Legendary Actions
Actions The orog can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Multiattack. The orog makes two Claw attacks, or four Claw attacks
only at the end of another creature's turn. The orog regains spent
if she has fewer than half of her hit points remaining.
legendary actions at the start of her turn.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
Move. The orog moves up to half her speed.
(1d10 + 3) slashing damage. Cantrip. The orog casts a cantrip.
Spellcasting. The orog is a 6th-level spellcaster. Her spellcasting Double Claw (Costs 2 Actions). The orog makes two Claw attacks.
Orog Sergeant
Medium humanoid (orc), chaotic evil
Armor Class 18 (plate)
Hit Points 68 (8d8 + 32)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 12 (+1) 13 (+1) 12 (+1)
Saving Throws Str +6, Con +6
Skills Intimidation +5, Survival +3
Senses darkvision 60 ft., passive Perception 11
Languages Common, Orc
Challenge 3 (700 XP) Proficiency Bonus +2
Actions
Multiattack. The orog uses Maneuver Allies, if available.
It then makes two Greataxe attacks. It can replace one of
its Greataxe attacks with Command Ally.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (1d12 + 4) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Command Ally. The orog targets one ally it can see within 30 feet
of it. If the target can see and hear the orog, the target can use
its reaction to make one weapon attack.
Maneuver Allies (Recharge 5-6). Up to three allies within 60 feet
of this orog that can hear it can each use their reaction to move
up to half their speed without provoking opportunity attacks.
Bonus Actions
Aggressive. The orog moves up to its speed toward a hostile
creature it can see.
198
Bestiary

