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Orc

Medium Humanoid (orc), chaotic evil

CR 1/2

100 XP

AC: 13 (hide armor)
HP: 15 (2d8+6)
Speed: walk 30 ft.
Skills: Intimidation +2
Senses: darkvision 60 ft., passive Perception 10
Languages: Common, Orc
STR
16
+3
DEX
12
+1
CON
16
+3
INT
7
-2
WIS
11
+0
CHA
10
+0

Special Abilities

Aggressive

As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Actions

Greataxe

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Javelin

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Quick Reference

Challenge: CR 1/2
Type: Humanoid
Size: Medium
Alignment: chaotic evil
Best for party of 4 at level 1-2

Running This Encounter

Orcs are straightforward combatants that rely on aggression and raw strength. Have them charge into melee immediately, using their aggressive trait to gain bonus action attacks when bloodied. They lack tactical sophistication, so they fight until death rather than retreating. Use groups of 3-4 orcs to challenge small parties, positioning them to flank with allies.

Combat Tactics

Orcs attack the nearest visible enemy and prioritize targets that damage them the most. They use their greataxes in two-handed grip for maximum damage output, leveraging their Aggressive trait to make bonus melee attacks when they or their allies enter combat.

Environment & Setting

Ideal in orcish settlements, tribal encampments, mountain passes, and forest hideouts where they have home-field advantage. Cramped dungeons or enclosed spaces reduce their effectiveness and prevent effective grouping.

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