Orog
Orogs are orcs blessed with a surprisingly keen intellect that ordinary orcs believe is a gift from the orc gods. Orogs prefer to live underground, although the scarcity of food often brings them to the surface to hunt. Orcs respect an orog's strength and cunning, and a lone orog might command an orc war band.
An orog uses its strength to bully other orcs and its intelligence to surprise enemies on the battlefield. Many an overconfident elf, human, or dwarf commander has watched a "simple" orc warlord execute a clever maneuver to outflank and destroy an opposing force, not realizing the orc is an orog.
When encountered in great numbers, orogs form their own detachments within much larger orc hordes, and they are always at the forefront of any attack, relying on their superior strength and tactical insight to overcome anything that stands in their way.
Few orc tribes actively seek out orogs to bolster their ranks. The orogs' superiority makes them ideal leaders, and thus deadly rivals to orc war chiefs, who must be wary of orog treachery.
Mistrusted by orcs, some orogs form independent mercenary warbands that sell themselves to the highest bidder. As long as they are rewarded, orog mercenaries gladly serve as elite warriors and shock troops for evil wizards, depraved giants, and other villains.
Orog CR: 2 (450 XP)
Medium humanoid (orc), chaotic evil
Armor Class: 18 (plate armor)
Hit Points: 42 (5d8 + 20)
Speed:
30 ft
STR
18 +4
DEX
12 +1
CON
18 +4
INT
12 +1
WIS
11 +0
CHA
12 +1
Skills: Intimidation +5, Survival +2
Senses: Darkvision 60 feet, Passive Perception 10
Languages: Common, Orc
Challenge Rating: 2 (450 XP)
Aggressive. As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.
Actions
Multiattack. The orog makes two greataxe attacks. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 feet, one target. Hit: 1d12 + 4 slashing damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 feet or range 30/120 feet, one target. Hit: 1d6 + 4 piercing damage.
Comments