Black Orc Champion

Medium humanoid (orc), chaotic evil

Armor Class

18 (plate)

Hit Points

97 (15d8 + 30)

Speed

30 ft.

STR

20 (+5)

DEX

14 (+2)

CON

14 (+2)

INT

9 (-1)

WIS

12 (+1)

CHA

18 (+4)

Senses

darkvision 60 ft., passive Perception 14

Saving Throws

Wis +4, Cha +7

Skills

Intimidation +7, Perception +4, Religion +2

Languages

Abyssal, Common, Orc

Challenge

7 (2,900 XP)

Blessing of Orcus. Black orcs have advantage on saving throws against the spells and effects of undead creatures.

Spellcasting. The black orc champion is a 7th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following paladin spells prepared:

  • 1st level (4 slots): command, detect evil and good, false life, protection from evil and good, shield of faith

  • 2nd level (3 slots): magic weapon, silence, protection from poison

Unholy Strike. Once on each of the black orc champion’s turns when it hits a creature with a melee weapon attack, the champion can cause the attack to deal an extra 13 (3d8) necrotic damage to the target.

Actions

Multiattack. The black orc champion makes two melee attacks.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Dreadful Glare (Recharges on a Short or Long Rest). Each enemy within 30 feet of the champion must succeed on a DC 15 Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute. A frightened creature can repeat the saving throw on the end of each of its turns, ending the effect on a success.

Reactions

Parry. The black orc champion adds 3 to its AC against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon.

medium
humanoid
cr7
tome-of-horrors