Orc War Shaman - AI-generated fantasy Monster

Orc War Shaman

The Battle of the Silver Ford began when the shaman declared that the river spirits had rejected the local human settlement. In truth, the shaman's visions were manipulated by an ancestral spirit bound beneath the riverbed. The shaman believes the battle will restore the clan's honor, but its rituals are also awakening something far older than the orc warband.

MediumHumanoid(Orc)CR Challenge Rating 5chaotic evil

Orc War Shaman

orcspellcastercontrollershamanbattlefield commanderspirit magicfireriver encounter
HP78AC+6SPD30 ft.CRChallenge Rating 5IntimidationPerceptionReligionSurvival
STR
16
DEX
14
CON
14
save
INT
10
WIS
18
save
CHA
14
save
Spellcasting. The shaman is a 7th-level spellcaster. Its spellcasting ability is Wisdom, with a spell save DC of 14 and to hit with spell attacks. It requires no material components for its spells and uses its war drum or Bloodfire Spear as a spellcasting focus.
Orc Spirit-Bond. The shaman has advantage on saving throws against being frightened. Allied orcs within 30 feet of the shaman have advantage on saving throws against being frightened while they can hear its war drum.
Blood Price. When an allied orc within 30 feet drops to 0 hit points, the shaman gains 5 temporary hit points and its next Bloodfire Blast deals an extra 3 () fire damage.
War Drums Tactic. The shaman beats its war drum, granting coordinated movement and an empowered attack to up to three allied creatures within 60 feet that can hear it.
Bloodfire Channeling. The shaman's spirit-fire attack deals fire and necrotic damage, preventing easy recovery for those it burns.
Bloodfire Spear. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () slashing damage plus 3 () fire damage.
Bloodfire Blast. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 21 () fire and necrotic damage. The target must succeed on a Constitution saving throw or be unable to regain hit points until the end of the shaman's next turn.
War Drums Tactic. The shaman beats a war drum and chooses up to three allied creatures within 60 feet that can hear it. Each target can use its reaction to move up to half its speed without provoking opportunity attacks. Until the start of the shaman's next turn, each target has advantage on its next attack roll and deals an extra 3 () thunder damage on its next hit.
Drum of Defiance. When a creature the shaman can see within 30 feet is hit by an attack, the shaman beats its drum and forces the attacker to reroll the attack roll. The attacker must use the new roll. The shaman can use this reaction twice per day.
Cantrips
ThaumaturgyTransmutation One creature the shaman can see within 60 feet must succeed on a Wisdom saving throw or become frightened of the shaman until the end of the shaman's next turn.
Guidance of the AncestorsDivination A weapon held by one willing creature becomes magical and deals an extra 1d4 damage on its next hit before the end of the shaman's next turn.
Mage HandConjuration The shaman creates a floating spectral hand at a point it can see within 30 feet.
1st level
CommandEnchantment The shaman commands one creature within 60 feet that can hear it to obey a one-word command on its next turn or fall prone, as appropriate.
BaneEnchantment The shaman marks one creature within 30 feet. The target must succeed on a Wisdom saving throw or have disadvantage on its next attack roll and ability check before the end of its next turn.
Cure WoundsEvocation The shaman touches a creature and restores 7 (1d8 + 3) hit points.
2nd level
SilenceIllusion The shaman creates a 20-foot-radius sphere of magical silence centered on a point within 120 feet for up to 10 minutes with concentration.
Hold PersonEnchantment The shaman chooses up to three creatures within 60 feet. Each target must succeed on a Wisdom saving throw or become paralyzed for up to 1 minute with concentration. Affected creatures repeat the save at the end of each turn.
ShatterEvocation The shaman releases a thunderous burst in a 10-foot-radius sphere centered on a point within 60 feet. Each creature in the area must make a Constitution saving throw, taking 13 (3d8) thunder damage on a failed save or half as much on a success. Unsecured objects automatically fail the save.
Misty StepConjuration The shaman teleports itself up to 30 feet to an unoccupied space it can see, leaving behind a burst of red sparks.
3rd level
Spirit GuardiansConjuration The shaman calls ancestral spirits into a 15-foot-radius aura centered on itself. The area is difficult terrain for hostile creatures. When a hostile creature enters the aura for the first time on a turn or starts its turn there, it must make a Wisdom saving throw, taking 10 (3d6) radiant or necrotic damage on a failed save, or half as much on a success. The shaman can move the aura with itself. This spell requires concentration for up to 10 minutes.
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