Medium humanoid, chaotic evil
- Armor Class
- 9
- Hit Points
- 30 (4d8 + 12)
- Speed
- 30 ft.
- Challenge
- 1/2 (100 XP)
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- Common, Orc
Traits
As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
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.
The orc has advantage on saving throws against poison and disease.
Actions
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) necrotic damage.
The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait.