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Orc Medium Humanoid (Orc), Choatic Evil 1/2 100 xp

  • Armor class 13 (Hide Armor)
  • Hit points 15 (2d6+6)
  • Speed 30ft
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Intimidation +2

Senses: Darkvision 60ft, PP 10

Languages: Common, Orc

Challenge: 1/2 (100 xp)

Warriors Surge: Encounter, When Bloodied can make a melee attack and Recover HP equal to Half of the attacks damage + 3

Aggressive: Bonus Action, the Orc can move up to its speed toward a hostile creature that it can see.

Actions

Greataxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:9 (1d12 + 3) slashing damage.

OR

Battleaxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 3) slashing damage.

Orc Raider Medium Humanoid (Orc), Choatic Evil 1/2 100 xp

  • Armor class 14 (Hide Armor)
  • Hit points 17 (2d6+8)
  • Speed 30ft
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Intimidation +2

Senses: Darkvision 60ft, PP 11

Languages: Common, Orc

Challenge: 1/2 (100 xp)

Warriors Surge: Encounter, When Bloodied can make a melee attack and Recover HP equal to Half of the attacks damage + 3

Aggressive: Bonus Action, the Orc can move up to its speed toward a hostile creature that it can see.

Killers eye: When making a ranged attack the raider ignores cover and concealment(Not total concealment) if the target is within 20ft

Actions

Battleaxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.

Handaxe: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6 + 3) Slashing damage.

Handaxe: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6 + 3) Slashing damage.

Orc Bloodrager Medium Humanoid (Orc), Choatic Evil 1 200 xp

  • Armor class 16 (Hide Armor)
  • Hit points 30 (2d6+21)
  • Speed 30ft
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 14 (+2)

Skills: Intimidation +5

Senses: Darkvision 60ft, PP 8

Languages: Common, Orc

Challenge: 1 (200 xp)

Bloody Surge: Encounter, When Bloodied can make a melee attack and Recover HP equal to the attacks damage+3

Aggressive: Bonus Action, the Orc can move up to its speed toward a hostile creature that it can see.

Blood Frenzy: +5 damage to bloodied creatures and regain 5HP on a hit

Death Strike: When Reduced to 0HP Make a melee attack

Multi-Attack: Can make 2 attacks when wielding 2 weapons

Actions

Battleaxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.

Longsword. Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit:7 ( 1d8 + 3) slashing damage.

OR

Greatsword. Melee Weapon Attack:+5 to hit, reach 5 ft., one target. .Hit: 10 (2d6 + 3) slashing damage.

Orc Berserker Medium Humanoid (Orc), Choatic Evil 1 200 xp

  • Armor class 17 (Chain Armor)
  • Hit points 22 (2d6+11)
  • Speed 30ft
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 9 (-1)
  • CHA 12 (+1)

Skills: Intimidation +5

Senses: Darkvision 60ft, PP 9

Languages: Common, Orc

Challenge: 1 (200 xp)

Warriors Surge: Encounter, When Bloodied can make a melee attack and Recover HP equal to Half of the attacks damage + 3

Aggressive: Bonus Action, the Orc can move up to its speed toward a hostile creature that it can see.(When bloodied the distance is doubled)

Relentless: When bloodied and the Orc reduces an enemies HP to 0 Make a melee attack against a different target within 5ft

Ferocity: Reaction, When hit can make a melee attack against the attacker

Actions

Greatsword: Melee Weapon Attack:+6 to hit, reach 5 ft., one target. .Hit: 10 (2d6 + 4) slashing damage.

Or

Greataxe: Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (1d12 + 4) slashing damage.

OR

Maul: Melee Weapon Attack:+6 to hit, reach 5 ft., one target. .Hit: 10 (2d6 + 4) Bludgeoning damage.

Wrathful Gaze: Target a creature within 25ft and they must make a DC 13 WIS save. If the target fails They are given the fear status, and movement speed is reduced to 0 until the start of the next Round. If successful they are unable to be feared for the rest of the encounter.