Orc Lord of The Pit

Family: Orc

Large humanoid (orc), neutral evil

Armor Class 16 (chainmail)
Hit Points 127 (15d8 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)

Saving Throws Str +8, Con +7, Wis +5, Cha +5
Skills Deception +5, Insight +5, Perception +8, Persuasion +5
Damage Resistances cold
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 18
Languages Orcish, Infernal
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Devil’s Sight. Magical darkness doesn’t impede the orc’s darkvision.
  • Innate Spellcasting. The orc’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
  • Magic Resistance. The orc has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. The orc makes two Greatmaul attacks.
  • Greatmaul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, and the target is pushed up to 5 feet away from the orc.

REACTIONS

  • Arctic Rebuke. As a reaction when the orc is hit by an attack, it can project a blast of ice in retaliation. The attacker must succeed on a DC 13 Dexterity saving throw or take 16 (3d10) cold damage.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

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