15 (studded leather armor)
52 (8d8+16)
walk 30 ft.
Intimidation +1, Perception +2, Stealth +5
darkvision 60 ft.
Common, Orc
3
On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.
The orc deals 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks).
Magical darkness doesn't impede the orc's darkvision.
In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn't taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit.
The orc makes two scimitar or dart attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.
Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4 + 3) piercing damage.
The orc casts darkness without any components. Wisdom is its spellcasting ability.