b'Orc, Black, Champion \n'b'  Family:   Orc  \n'b'  Medium   humanoid  (black orc),  chaotic evil  \n'b'  Armor Class  18 (plate)  Hit Points  97 (15d8 + 30)  Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  14 (+2)  CON:  14 (+2)  INT:  9 (-1)  WIS:  12 (+1)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Wisdom  +4,  Charisma  +7  Skills   Intimidation  +7,  Perception  +4,  Religion  +2  Senses   darkvision  60 ft., passive  Perception  14  Languages  Abyssal, Common, Orc  Challenge  7 (2,900 XP) \n'b' Special Traits \n'b'   Blessing of Orcus . Black orcs have advantage on saving throws against the spells and effects of undead creatures. \n'b'  Spellcasting . The black orc champion is a 7th level spellcaster. Its spellcasting ability is  Charisma  (spell save DC 15, +7 to hit with spell attacks). It has the following  paladin  spells prepared:\n'b'\n'b'   1st level (4 slots) :  command ,  detect evil and good ,  false life ,  protection from evil and good ,  shield of faith  \n'b'  2nd level (3 slots) :  magic weapon ,  silence ,  protection from poison  \n'b'\n'b'  Unholy Strike . Once on each of the black orc champion\xe2\x80\x99s turns when it hits a creature with a weapon  attack , the champion can cause the attack to deal an extra 13 (3d8) necrotic damage to the target. \n'b'  Actions \n'b'   Multiattack . The black orc champion makes two  melee attacks . \n'b'  Greatsword .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 12 (2d6 + 5) slashing damage. \n'b'  Light Crossbow .  Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target.  Hit : 6 (1d8 + 2) piercing damage. \n'b'  Dreadful Glare (Recharges on a Short or Long Rest) . Each enemy within 30 feet of the champion must succeed on a DC 15  Wisdom  saving throw or drop whatever it is holding and become  frightened  for 1 minute. A  frightened  creature can repeat the saving throw on the end of each of its turns, ending the effect on a success. \n'b'  Reactions \n'b'   Parry . The black orc champion adds 3 to its AC against one  melee attack  that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon.'