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Gray Orc

Size
Medium
Type
Humanoid
Challenge Rating
1/4
Source
Tome of Beasts 2
Alignment
Neutral
Armor Class
13
Speeds
40, climb 30, burrow 20
Walking Speed
40
Climbing Speed
30
Burrowing Speed
20
Strength Score
14
Dexterity Score
16
Constitution Score
16
Intelligence Score
9
Wisdom Score
11
Charisma Score
10
Skill Proficiencies
Acrobatics, Athletics, Perception, Stealth
Vision
Blindsight (30ft), Darkvision (60ft)
Languages Ref
Orc
Hit Points
15
Languages
Orc

Medium humanoid (orc), neutral


Armor Class 13

Hit Points 15 (2d8+6)

Speed 40 ft., burrow 20 ft., climb 30 ft.


STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
9 (−1)
WIS
11 (+0)
CHA
10 (+0)

Skills Acrobatics +5, Athletics +4, Perception +2, Stealth +7

Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12

Languages Orc

Challenge 1/4 (50 XP)

Silent Hunters. Adept at surviving in a dark and quiet world below the ground, gray orcs instinctively know how to move, hunt, and kill without making the slightest sound. When they hunt, gray orcs paint their pale skin with swirls of a mushroom-based black resin. They often form the resin into runes or symbols of their gods as a way of honoring the gods and asking for success on the hunt.

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

Magic Absorption. When the gray orc is hit by a spell or is in the area of a spell, it regains hp equal to the spell's level. This trait doesn't counter the spell or negate its damage or effects. The orc regains the hp after the spell is resolved.

Pack Tactics. The gray orc has advantage on attack rolls against a creature if at least one of the orc's allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity. While in sunlight, the gray orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Description

The ground erupts into a scrambling flood of orcs, their pale skin decorated with swirls of black resin._
Dwelling deep beneath the ground, gray orcs move in a dark world, only drawn toward the surface by their innate hatred of arcane defilement.
Drawn to Magical Corruption. Gray orcs are drawn to areas where magic is frequently used or locations marred by magical pollution. Scholars believe the orcs’ ancestral home was ravaged by magic, cursing them and driving them deep beneath the surface. They believe this history fuels within the orcs a deep hatred for magic, especially magic that defiles the natural world. For their part, the orcs have neither confirmed nor denied this speculation, though few scholars have been brave enough to approach them about it. Whatever the case, gray orcs grow violent around magic and seek to snuff it out wherever they find it.
Synchronized Tribes. Gray orcs move and act as one, their training leading their actions to be so synchronized that they appear to think as one. When faced with a major threat or a large magical catastrophe, a group of gray orcs will erupt from the ground in unison to swarm over the source.

Stat block from Tome of Beasts 2 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts 2. Copyright 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham. It is not Geminaea material. See Legal.