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5ead/monsters/md/a5e_monstrous_menagerie/warhordling-orc-eye-a5e.md
2025-06-07 07:58:30 -05:00

2.9 KiB

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.