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