13
15 (2d8+6)
walk 30 ft., climb 30 ft.
Acrobatics +5, Athletics +4, Perception +2, Stealth +5
poison
poisoned
darkvision 90 ft.
Orc
1/2
As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
While in sunlight, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.