b'Orc Captain \n'b'  Family:   Orc  \n'b'  Medium   humanoid  (orc),  chaotic evil  \n'b'  Armor Class  19 (half plate)  Hit Points  45 (6d8 + 18)  Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  13 (+1)  CON:  16 (+3)  INT:  8 (-1)  WIS:  9 (-1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Athletics  +5,  Intimidation  +4  Senses   darkvision  60 ft., passive  Perception  9  Languages  Common,  Orc   Challenge  3 (700 XP) \n'b' Special Traits \n'b'\n'b'  Aggressive . As a bonus action the orc commander can move up to half its speed toward a hostile creature that it can see. \n'b'  Tough . The orc captain adds its  Constitution  modifier to its armor class. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The orc captain makes two attacks with its broadsword. \n'b'  Broadsword .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 8 (1d10 + 3) slashing damage. \n'b'  Battle Cry (1/day) . Each creature of the orc captain\xe2\x80\x99s choice within 30 feet of it that can hear it, and is not already affected by Battle Cry adds 1d4 to their  attack  rolls and 2 (1d4) to their  damage rolls  until the start of the orc captain\xe2\x80\x99s next turn. The orc captain can then use a bonus action to make an  attack  with disadvantage. \n'b'\n'b' About \n'b' Captains have enough fighting behind them that most of the tribe are aware enough of their strength to not bother challenging them. Those under their command tend to do as they\xe2\x80\x99re told most of the time.'