Medium humanoid (orc), chaotic evil

Armor Class 9

Hit Points 30 (4d8+12)

Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 16 (+3) 7 (-2) 11 (0) 7 (-2)

Senses darkvision 60 ft.

Languages Common, Orc

Challenge 1/2 (100 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Corrupted Carrier. 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.

Nurtured One of Yurtrus. The orc has advantage on saving throws against poison and disease.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage.

Corrupted Vengeance. The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait.