Empowered Orc (5e Creature)

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Empowered Orc[edit]

Medium humanoid (orc), chaotic evil


Armor Class 16 (+2 hide armor)
Hit Points 47 (5d8 + 25)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 11 (+0) 15 (+2) 14 (+2)

Skills Intimidation +8
Proficiency Bonus +3
Damage Resistances all nonmagical damage
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Orc
Challenge 5 (1,800 XP)


Empowered Weapons. The orc's weapon attacks are magical and deal an extra 7 (2d6) force damage on a hit (included in the attack).

Limited Magic Immunity. The orc can't be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

ACTIONS

Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slahing damage plus 7 (2d6) force damage.

Bolt of Energy (2/Day). The orc fires a bolt of energy at a creature that it can see within 120 feet of it. The creature must succeed on a DC 16 Dexterity saving throw or take 27 (6d8) force damage.

BONUS ACTIONS

Aggressive. The orc moves up to its speed toward a hostile creature that it can see.

LEGENDARY ACTIONS

The orc can take 1 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The orc regains spent legendary actions at the start of its turn.

Move. The orc moves up to half of its speed.

Empowered by mystical forces, some orcs gain incredible powers, such as the ability to resist the effects of hostile spells and infuse their attacks with otherworldly energy. Additionally, they can move at an incredible pace and fire a bolt of pure energy.

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