Cunning Action. On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.
Hand of Shargaas. The orc deals 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.
Multiattack. The orc makes two scimitar or dart attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:13 (3d6 + 3) slashing damage.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 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.
To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.