Orc, Black

Family: Orc

Medium humanoid, lawful evil

Armor Class 16 (chain shirt and shield)
Hit Points 30 (4d8+12)
Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

Skills Intimidation +3
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc, Black Orc
Challenge 1 (200 XP)

SPECIAL TRAITS

  • Martial Advantage. Once per turn, a black orc can deal an extra 7 (2d6) damage to an enemy when it hits with a weapon attack if the target is within 5 feet of one of the black orc’ allies.

ACTIONS

  • Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) slashing damage.
  • Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing.

ABOUT

Black orcs, also called great orcs or Oor-Uks, are stronger, more regimented, and more intelligent than their regular orcs. Their skin is black with a slight bluish-gray tinge and their hair is black, gray-black, or white depending on their age. Their eyes and teeth are yellow.

Black orcs are rare and more than likely bred by an evil wizard or warlord to serve as an elite guard. Black orcs can move and fight in sunlight without penalty. Black orcs take better care of their weapons and armor than regular orcs, although their equipment may still show rust and disrepair. These monsters are bred for war as heavy infantry.

Although Black orcs have a regimented and martial culture, they still possess the obnoxious and disagreeable nature of their lesser ancestors. Whenever one tribe of black orcs meets another tribe of orcs or goblinoids, there is a 1 on d6 chance of a shoving match (65%) or fight (35%) breaking out between them. Oor-Uks speak their own guttural orc language.

Section 15: Copyright Notice

Dwarrowdeep 5E, Copyright 2022; Greg Gillespie.

This is not the complete section 15 entry - see the full license for this page