Orc Chieftain
A chieftain who keeps the best plunder for himself lasts a season. The ones who last share it out in public and take their own portion last, and the band follows because it can see the arrangement working. In a fight he goes to the thinnest part of the line, where the losses are, with the warband watching.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 17
- Hit points
- 127 (15d8 + 60)
- Proficiency
- +3
- STR 19 +4 save +7
- DEX 13 +1 save +1
- CON 18 +4 save +7
- INT 12 +1 save +1
- WIS 14 +2 save +5
- CHA 16 +3 save +3
- Skills
- Athletics +7 , Intimidation +6 , Perception +5
- Passive Perception
- 15
- Senses
- darkvision 60 ft.
- Languages
- Orcish, Common
- Found in
- Settlement , Terran (Verdant)
Equipment
Traits
-
Rallying Presence
Allied orcs within 60 feet that can see him have advantage on saving throws against being Frightened.
-
Reinforce the Line
At the start of each of its turns, the chieftain can move up to its speed toward the ally that has taken the most damage, without provoking opportunity attacks.
Actions
-
Multiattack
The chieftain makes three Chieftain's Axe attacks.
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Chieftain's Axe
+7 to hit · reach 5 ft.
1d12 + 4 slashing damage
-
Call the Charge
Up to six allies within 60 feet that can hear the chieftain immediately move up to their speed and make one melee attack each.
-
Guard the Fallen Reaction
When an ally within 10 feet drops to 0 hit points, the chieftain moves to it and every attack against that ally has disadvantage until the end of his next turn.