Warhordling Orc Eye
Medium Humanoid
- Armor Class: 14
- Hit Points: 32 (5d8+10)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie, page 488
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
10 (+0) |
14 (+2) |
12 (+1) |
16 (+3) |
12 (+1) |
- Saving Throws: Wis +5, Cha +3
- Skills: medicine +5, insight +5, persuasion +3, religion +3
- Senses: passive Perception 13, blindsight 10 ft.
- Languages: any two
Special Abilities
- Aggressive Charge: The eye moves up to their Speed towards an enemy they can see or hear.
- Warhordling Orc Eye Spellcasting: The eye has advantage on attack rolls made against targets they can see with arcane eye.
- Spellcasting: The priest is a 5th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13
+5 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): guidance
sacred flame
thaumaturgy
1st-level (4 slots): ceremony
detect evil and good
guiding bolt
bless
2nd-level (3 slots): lesser restoration
arcane eye
3rd-level (2 slots): dispel magic
spirit guardians
Actions
- Mace: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. On a hit the priest can expend a spell slot to deal 7 (2d6) radiant damage plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st.
- Sacred Flame (Cantrip; V, S): One creature the priest can see within 60 feet makes a DC 13 Dexterity saving throw taking 9 (2d8) radiant damage on a failure. This spell ignores cover.
- Guiding Bolt (1st-Level; V, S): Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (4d6) radiant damage and the next attack roll made against the target before the end of the priests next turn has advantage.
- Dispel Magic (3rd-Level; V, S): The priest scours the magic from one creature object or magical effect within 120 feet that they can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot the priest makes a Wisdom ability check (DC 10 + the spells level) for each one ending the effect on a success.
- Spirit Guardians (3rd-Level; V, S, M, Concentration): Spectral forms surround the priest in a 10-foot radius for 10 minutes. The priest can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain and when a creature enters the area for the first time on a turn or starts its turn there it makes a DC 13 Wisdom saving throw taking 10 (3d6) radiant or necrotic damage (priests choice) on a failure or half damage on a success.
Bonus Actions
- Healing Word (1st-Level; V): The priest or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The priest can't cast this spell and a 1st-level or higher spell on the same turn.
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