White Tusk Warspeaker

Medium humanoid (orc), chaotic evil

Armor Class

14 (chainmail scraps)

Hit Points

65 (10d8 + 20)

Speed

30 ft.

STR

16 (+3)

DEX

8 (-1)

CON

15 (+2)

INT

10 (+0)

WIS

16 (+3)

CHA

12 (+1)

Senses

darkvision 60 ft., passive Perception 13

Saving Throws

Wis +5

Skills

Persuasion +3, Religion +4

Languages

Orc

Challenge

3 (700 XP)

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

Minion: Savage Horde. After moving at least 20 feet in a straight line toward a creature, the next attack the orc makes against that creature scores a critical hit on a roll of 18–20.

Spellcasting. The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The orc has the following cleric spells prepared:

  • Cantrips (at will): resistance, sacred flame, thaumaturgy

  • 1st level (4 slots): cure wounds, guiding bolt, inflict wounds

  • 2nd level (3 slots): blindness/deafness, spiritual weapon (greataxe)

  • 3rd level (2 slots): bestow curse, spirit guardians

Actions

Multiattack. The White Tusk warspeaker makes a goading lash attack and two spiked club attacks.

Goading Lash. Melee Weapon Attack: +5 to hit, reach 5 ft., one allied target. Hit: 5 (1d4 + 3) slashing damage. The next melee weapon attack the target makes before the end of its next turn has advantage and deals an extra 10 (3d6) damage.

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

medium
humanoid
cr3
strongholds-and-followers