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Orc

Orc Medium humanoid (orc), chaotic evil 1/2 100 xp

  • Armor class 13 (hide armor)
  • Hit points 15 (2d8+6)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT7 (-2)
  • WIS11 (0)
  • CHA10 (0)

Skills: Intimidation +2

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Orc

Challenge: 1/2 (100 xp)

Aggressive.As a bonus action, the orc can move up to its speed
toward a hostile creature that it can see.,,Orc

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:9 (1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit:6 (1d6 + 3) piercing damage.

Orc War Chief

Orc War Chief Medium Humanoid (orc), Choatic Evil 4 1,100 xp

  • Armor class 16 (Chain Mail)
  • Hit points 93 (11d8+44)
  • Speed 30
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 16 (+3)

Save Throws: Str+6, Con+6, Wis+2

Skills: Intimidation +5

Senses: darkvision 60ft., passive perception 10

Languages: Common, Orc

Challenge: 4 (1,100 xp)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see

Gruush's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks)

Actions

Multiattack. The orc makes two attacks with its great axe or its spear

Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 15 (1d12+4 plus 1d8) slashing damage

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft., or range 20/60ft., one target. Hit: 12 (1d6+4 plus 1d8) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack.

Battle Cry (1/day) Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain an advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.