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# Green Abyss Orc
*Medium* *Humanoid* *chaotic evil*
- **Armor Class:** 13
- **Hit Points:** 15 (2d8+6)
- **Speed:** climb 30 ft. walk 30 ft.
- **Challenge Rating:** 1/2 (100 XP)
- **Source:** Creature Codex, page 291
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 14 (+2) | 16 (+3) | 16 (+3) | 9 (-1) | 11 (+0) | 10 (+0) |
- **Skills:** acrobatics +5, athletics +4, perception +2, stealth +5
- **Damage Immunities:** poison
- **Condition Immunities:** poisoned
- **Senses:** darkvision 90 ft., passive Perception 12
- **Languages:** Orc
### Special Abilities
- **Aggressive:** As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
- **Sunlight Sensitivity:** While in sunlight, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. s
### Actions
- **Poisoned Spear:** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. If the target is a creature, it must succeed on a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.