Orc Godspeaker (5e Creature)

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Orc Godspeaker[edit]

Medium humanoid (orc), chaotic evil


Armor Class 19 (half plate, shield)
Hit Points 190 (20d8 + 100)
Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 12 (+1) 20 (+5) 16 (+3)

Saving Throws Wis +10, Cha +8
Skills Intimidation +8, Religion +6
Senses darkvision 60 ft., passive Perception 15
Languages Common, Orc
Challenge 14 (11,500 XP)


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

Blessing of the War God. The orc and its allies within 30 feet that can see the orc score critical hits with melee weapon attacks on a roll of 19 or 20.

Fury of the War God. The orc deals an extra 6 (1d12) damage when it hits with a weapon attack (already included in the attack).

Magic Resistance. The orc has advantage on saving throws against spells and other magical effects.

Spellcasting. The orc is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The orc has the following cleric spells prepared:

Cantrips (at will): guidance, sacred flame, thaumaturgy
1st level (4 slots): bane, command, cure wounds, inflict wounds
2nd level (3 slots): hold person, spiritual weapon, zone of truth
3rd level (3 slots): animate dead, bestow curse, dispel magic
4th level (3 slots): control water, locate creature, stone shape
5th level (3 slots): contagion, flame strike, insect plague, mass cure wounds
6th level (2 slots): blade barrier, true seeing
7th level (2 slots): divine word, fire storm
8th level (1 slots): earthquake
9th level (1 slots): gate

ACTIONS

Multiattack. The orc makes two melee attacks.

Spear. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 22 (3d6 + 6 plus 1d12) piercing damage.


Orc godspeakers are mighty shamans touched by the gods of war. Their devotion in prayer and battle has been rewarded with divine gifts and spells of death and sorrow.

Recommended Magic Items

The orc may be equipped with one or more of the following magic items at the GM’s discretion: +1 spear, +2 half-plate armor, cloak of protection, and two potions of greater healing.



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