Orc Nurtured One of Yurtrus
Medium humanoid (orc), chaotic evil
Armor Class
9
Hit Points
30 (4d8+12)
Speed
30 ft.
STR
15 (+2)
DEX
8 (-1)
CON
16 (+3)
INT
7 (-2)
WIS
11 (0)
CHA
7 (-2)
Senses
darkvision 60 ft.
Languages
Common, Orc
Challenge
1/2 (100 XP)
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Corrupted Carrier. When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn’t poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can’t regain hit points.
Nurtured One of Yurtrus. The orc has advantage on saving throws against poison and disease.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage.
Corrupted Vengeance. The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait.