Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. Bane's Wrath: Once per battle, the orc champion can remove one of these conditions (fright, madness, charm) from any allied creature within 120 ft. of range, by chanting prayers to it's god. If the champion can't speak, this ability cannot be utilized. Spiked Armor: Any creature that lands a melee attack from 5 ft. of range or closer against the orc champion must take 1d4 piercing damage for each attack that connects.
Multiattack: The orc makes two attacks with it's maul or three with it's spiked gloves. Maul: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 2d6+5 bludgeoning damage, sundering (1), heavy, slow, vicious (reroll 1s), two-handed. Spiked Gloves: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 1d4+5 piercing damage. Beatdown(1d4), free-handed, light, worn. Grapple: The orc champion can enter a grapple with any large or smaller creature within 5 ft. of range. Pin Down: The orc champion can attempt to pin down a grappled creature. If the said creature fails a DC20 STR saving throw, they're knocked prone, and if they achieve less than 15, they're still grappled.
Quick Grapple: As a reaction, the orc champion can attempt to enter a grapple with any large or smaller creature passing by within 5 ft. of range. The said creature has an advantage on it's roll against the grapple.