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.


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                    Bestiary
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