Orc Savant (5e Creature)

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Orc Savant[edit]

Medium humanoid (orc), chaotic neutral


Armor Class 11 (leather armor)
Hit Points 15 (2d8 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 14 (+2) 11 (+0) 10 (+0)

Skills Deception +2, History +4, Intimidation +2, Persuasion +2, Religion +4
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 2 (450 XP)


Knowledge of Its Kind. The orc gains a +2 bonus to Intelligence (History or Religion) checks related to orc cultures.

ACTIONS

Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

BONUS ACTIONS

Aggressive Maneuver. When the orc hits a creature with a weapon attack, it chooses one of its allies who can see or hear it. That creature can use its reaction to move up to its speed toward the target of the orc's attack.

REACTIONS

Parry. The orc adds 2 to its AC against one melee attack that would hit it. To do so, the orc must see the attacker and be wielding a melee weapon.

On a very rare occasion, an orc is born with exceptional intelligence and wisdom, at least in orc standards. These orcs provide an invaluable resource to their tribe by becoming the "thinking one", planning the raids and commanding their kin in the heist. But more often, an orc savant is despised by its kin for "being a smart-ass", and decides to abandon its kind to join others that it can have a decent talk or two.
Many adventurers are surprised to find a piece of poetry completely written in eloquent Orc. Unless this poetry is written by an eccentric sage who takes great interest in the Orc language, this is solid proof of an orc savant dwelling in the tribe.

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