Orc Red Fang of ShargaasMedium humanoid (orc)
Blood Fury (Recharges after a Short or Long Rest). On its turn, the orc can unleash the orcish fury coursing through its veins. Once on each of its turns while seething with fury, it can add its proficiency bonus to the damage when it damages a creature with an attack or a spell that targets only one creature.
Its fury lasts for 1 minute or until it is unconscious or dies.
Hand of Shargaas. The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks).
Shargaas’s Sight. Magical darkness doesn’t impede the orc’s darkvision.
Slayer. 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.
Scimitar. Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 13 (3d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 1 m. or range 3/10 m. Hit: 10 (3d4 + 3) piercing damage.
Veil of Shargaas (Recharges after a Short or Long Rest). The orc casts darkness without any components. Wisdom is its spellcasting ability.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.