Orro (CR 4)

The Orro are said to be all that remains of large predators which once roamed the mountaintops of Estigia. These predators are long since gone, hunted to extinction by the people that colonised the area, but their spirits remain. The people that live in the mountains speak of ghosts which hunt those that stray too far into the mountains, and bodies that are found suffocated near the peaks.

Long Lost Race

The Orro were originally huge yeti-like creatures which lived in the Estigian Mountains. These creatures would stalk their prey across the slopes, sometimes for days, before going for the final kill. They hunted in packs, and made use of intelligent tactics to overwhelm enemies. When new settlers came to the mountains, they decided these creatures were far too dangerous to be left in peace, and exterminated every last one of them.

Angry Spirits

Orro are the spirits of these creatures, clinging to the mortal realm in hopes of survival for their species. They continue to rely on stealth and intelligence to hunt their prey, although they now kill for revenge rather than survival. They do not require food, drink, air, or sleep. Most active at night, they prefer to prey on small groups, terrifyinf them before delivering the killing blow. A creature will stop breathing if an Orro passes through them, the spirit sealing off its target’s lungs.

Dancing Shadows

To all but the most perceptive individuals, Orro look like nothing more than shadows. They are incorporeal, and move through rocks and cliffs while stalking thier prey. Completely weightless, they make almost no sound as they move. The first sign a group will have that they are being hunted is usually when the creatures step out of a cliff face and surround them.

Orro

Large Undead, Lawful Evil

Armour Class: 13
Hit Points: 38 (7d10)
Speed: 30ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 10 (+0) 11 (+0) 12 (+1) 20 (+5)

Skills Perception +3, Stealth +7
Damage Vulnerabilities radiant
Damage Resistances acid, fire, lightning, thunder; bludgeoning piercing and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60ft., passive Perception 13
Languages
Challenge 4 (1,100xp)


Shadow Spirit. The Orro makes no sound when it moves. While in dim light or darkness, it has advantage on all stealth checks and can take the Hide action as a bonus action.

Incorporeal Movement. The Orro can move through creatures and objects as if they were difficult terrain. Any creature the Orro moves through is affected as if the Orro has used the Choke action against them.

Actions

Choke. The Orro chooses a living creature within 15 feet that it can see. That creature must succeed on a DC15 Constitution saving throw or begin to choke. While choking, a creature takes 13 (3d8) necrotic damage at the start of each of its turns, has disadvantage on all attack rolls and ability checks, and cannot speak. A choking creature may repeat the saving throw at the end of each of its turns, ending the effect on a success. This ability has no effect on creatures which do not require air.

Horrifying Visage. Each non-undead creature within 30 feet that can see the Orro must succeed on a DC15 Wisdom saving throw or be frightened for 1 minute. A frightened creature may repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target’s saving throw is successful, or the effect ends for it, the target is immune to Horrifying Visage for 24 hours.

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