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Medium humanoid · CR 1/2

Orc

Armor Class13
Hit Points15 (2d8+6)
Speed30 ft.
ChallengeCR 1/2 (100 XP)
STR
16
(+3)
DEX
12
(+1)
CON
16
(+3)
INT
7
(-2)
WIS
11
(+0)
CHA
10
(+0)
SkillsIntimidation +2
Sensesdarkvision 60 ft., passive Perception 10
LanguagesCommon, Orc
Special Abilities
Aggressive. As a 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.
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.

Running Orc in an encounter

As a CR 1/2 threat worth 100 XP, Orc is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1/2 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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