# 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.