13 (natural armor)
13 (2d8 + 4)
30 ft.
poison
blinded, charmed, frightened, paralyzed, poisoned
darkvision 90 ft.
Primordial
1
The orc has advantage on saving throws against spells and other magical effects.
While in sunlight, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
The orc breathes out dark spores at one creature it can see within 10 ft. of it. The target must succeed on a DC 13 Constitution saving throw or take 3 (1d6) poison damage.