Dwelling in the eternal twilight of deep jungles and shadowy canyons, these orcs are fond of plant camouflage and are sometimes covered in armor featuring plant spikes and spines. All are expert climbers.
Nocturnal Menace. Sheltering by day in caverns just beneath the surface, the orcs of the green abyss climb up into the world with the fall of night to hunt and make war in the jungle canopy. They often align themselves with particularly bloodthirsty druids and with vine lords. They are immune to the vine lord’s spore sacs and can’t be transformed into tendril puppets.
Canopy-Dwelling Predators. Leaner and rangier than others of their kind, they stalk among the branches, spearing their prey below with poisons harvested from the deadly plants native to their home. Their nocturnal hunting hideaways resemble those of large apes; leafy nests that are difficult to spot from the ground.
Fierce Survivalists. Adept at surviving in an unforgiving world, these orcs survive through a mastery of poisons, use of simple-but-effective traps they leave for the unwary, and by snatching meals from the grip of man-eating flora. They are omnivorous and fond of devouring enormous beetles, roaches, and snakes which other humanoids would pass over.
Green Abyss Orc
Medium humanoid (orc), chaotic evilArmor Class 13
Hit Points 15 (2d8 + 6)
Speed 30 ft., climb 30 ft.
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
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.
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.