Ironfang Legion
Leader: Uzguk the Unstoppable
Black iron armor: The Ironfang Legion wear suits of black iron armor that are both imposing and practical. The armor is designed to deflect blows from weapons and arrows, and is adorned with spikes and other intimidating features. Red warpaint: The orcs of the Ironfang Legion wear bright red warpaint on their faces and bodies, symbolizing their fierce and unyielding nature in battle. The warpaint is stylized in different patterns, with symbols representing different ranks or units within the legion. Horned helmets: The Ironfang Legion wear helmets adorned with horns or other animal features, further emphasizing their savage and brutal nature. The helmets are made from various materials, such as iron, bone, or even the skulls of their fallen enemies. Ironfang insignia is a stylized iron fang with jagged edges, with iron chains to signify the Legion's unbreakable strength and unity. Uzguk the Ustoppable Leader Stats: Medium humanoid (orc), any alignment Armor Class 16 (chain mail, shield) Hit Points 90 (12d8 + 36) Speed 30 ft. STR 18 (+4) DEX 12 (+1) CON 16 (+3) INT 10 (+0) WIS 11 (+0) CHA 10 (+0) Skills Athletics +6, Intimidation +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Orc Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. Brutal Critical. The orc's weapon attacks deal an extra die of damage when it scores a critical hit. Reckless. At the start of its turn, the orc can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The orc makes two melee attacks. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (1d12+4) slashing damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (1d6+4) piercing damage. Name: Gruumshak Bloodblade Race: Orc Class: Rogue (Assassin) Challenge Rating: 5 Stats: Str 16 (+3), Dex 18 (+4), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 8 (-1) Hit Points: 78 (12d8 + 12) Armor Class: 16 (studded leather armor) Skills: Athletics +6, Perception +3, Stealth +9 Senses: darkvision 60 ft., passive Perception 13 Languages: Orc Special Abilities: Assassinate: Gruumshak has advantage on attack rolls against any creature that hasn't taken a turn in combat yet. In addition, any hit Gruumshak scores against a surprised creature is a critical hit. Sneak Attack: Once per turn, Gruumshak can deal an extra 3d6 damage to a creature he hits with an attack if he has advantage on the attack roll, or if another creature is within 5 feet of the target and isn't incapacitated. Evasion: When Gruumshak is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Cunning Action: On each of his turns, Gruumshak can use a bonus action to take the Dash, Disengage, or Hide action. Actions: Multiattack: Gruumshak can make two shortsword attacks. Shortsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d6 + 5) piercing damage if used with two hands. Equipment: studded leather armor, shortswords (2), hand crossbow with 20 bolts, thieves' tools, 50 gp worth of assorted stolen items. As an assassin of the Ironfang Legion, Gruumshak Bloodblade is a deadly and efficient killer. He specializes in infiltrating enemy camps and taking out key targets before they even know what hit them. Gruumshak is a master of stealth and deception, using his cunning and agility to move silently through the shadows and strike with deadly precision. He is not to be trifled with, and is feared by many who have crossed his path. Name: Zokhur Skullcrusher Race: Orc Class: Sorcerer (Draconic Bloodline) Challenge Rating: 6 Stats: Str 14 (+2), Dex 14 (+2), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 18 (+4) Hit Points: 90 (12d6 + 36) Armor Class: 15 (natural armor) Skills: Arcana +5, Intimidation +8, Perception +3 Senses: darkvision 60 ft., passive Perception 13 Languages: Orc Special Abilities: Sorcery Points: Zokhur can convert spell slots into sorcery points, which can be used to fuel metamagic abilities. He has 12 sorcery points. Draconic Resilience: Zokhur's hit point maximum increases by 1 for each sorcerer level he has. He also gains an extra point of AC when not wearing armor, thanks to his scaly skin. Metamagic: Zokhur can use two metamagic options from the sorcerer class. He currently has Quicken Spell and Heightened Spell. Spellcasting: Zokhur knows a number of spells from the sorcerer spell list. He can cast spells without needing to use material components. His spellcasting ability is Charisma. Actions: Draconic Breath: Zokhur can use his action to exhale destructive energy. He can choose to exhale acid, cold, fire, lightning, poison, or thunder. Each creature in a 30-foot cone must make a Dexterity saving throw, taking 24 (7d6) damage on a failed save, or half as much on a successful one. Zokhur can use this ability once per day. Equipment: wand of magic missiles, staff of power, 100 gp worth of assorted gems. Name: Hrog the Wild Race: Orc Class: Ranger (Beast Master) Challenge Rating: 5 Stats: Str 18 (+4), Dex 16 (+3), Con 14 (+2), Int 8 (-1), Wis 16 (+3), Cha 8 (-1) Hit Points: 78 (12d10 + 12) Armor Class: 16 (studded leather armor) Skills: Animal Handling +6, Athletics +7, Perception +6, Survival +6 Senses: darkvision 60 ft., passive Perception 16 Languages: Orc Special Abilities: Animal Companion: Hrog has a loyal animal companion, a giant wolf named Fang. Fang has its own stat block and acts independently of Hrog. Favored Enemy: Hrog gains a bonus to damage rolls against a chosen type of creature. He has chosen elves as his favored enemy. Primeval Awareness: Hrog can use his action and expend a spell slot to sense whether any of his favored enemies are within 5 miles of him. He also learns the direction and distance to the closest one. Hunter's Mark: Hrog can choose a creature he can see within 90 feet and mark it as his quarry. He gains bonus damage against the target and can track it easily. Actions: Multiattack: Hrog can make two melee attacks with his greataxe or two ranged attacks with his longbow. Fang's Attack: Fang can make one bite attack against a creature within 5 feet of it. Ensnaring Strike: Hrog's next weapon attack gains extra damage and has the potential to restrain the target. If the attack hits, the target must make a Strength saving throw or be restrained until the spell ends. Equipment: greataxe, longbow, 20 arrows, studded leather armor, 50 gp worth of assorted pelts and animal hides. Blood Priest: Name: Grimgor the Bloody Race: Orc Class: Cleric (Blood Domain) Challenge Rating: 6 Stats: Str 16 (+3), Dex 10 (+0), Con 16 (+3), Int 10 (+0), Wis 18 (+4), Cha 8 (-1) Hit Points: 110 (13d8 + 39) Armor Class: 16 (chain mail armor) Skills: Intimidation +3, Medicine +7, Religion +3 Senses: darkvision 60 ft., passive Perception 14 Languages: Orc Special Abilities: Blood Magic: Grimgor can use his own blood to fuel his spells, allowing him to cast certain spells without expending spell slots. Bonus Proficiencies: Grimgor is proficient in martial weapons, as well as in the Intimidation and Medicine skills. Blood Sacrifice: Grimgor can sacrifice his own hit points to heal an ally or to deal extra damage with a spell. Random Quirk: Grimgor has a deep fascination with the taste of blood, and will often lick the blade of his weapon after a particularly satisfying kill. Actions: Multiattack: Grimgor can make two melee attacks with his mace. Cure Wounds: Grimgor can touch a creature and restore a certain amount of hit points, using his own blood as the source of the healing energy. Inflict Wounds: Grimgor can make a melee spell attack against a creature within reach, using his own blood to deal necrotic damage. Mass Healing Word: Grimgor can heal multiple allies within range, using his own blood to fuel the healing energy. Equipment: mace, shield, chain mail armor, holy symbol of Gruumsh, 50 gp worth of assorted bloodletting tools and instruments. Tactician: Name: Drogath Ironheart Race: Orc Class: Fighter (Battle Master) Challenge Rating: 7 Stats: Str 20 (+5), Dex 16 (+3), Con 18 (+4), Int 12 (+1), Wis 14 (+2), Cha 10 (+0) Hit Points: 135 (18d10 + 36) Armor Class: 18 (plate armor, shield) Skills: Athletics +10, Perception +7, Survival +7 Senses: darkvision 60 ft., passive Perception 17 Languages: Orc Special Abilities: Combat Superiority: Drogath can use his Superiority Dice to perform various combat maneuvers, such as disarming an opponent, tripping them up, or pushing them away. Tactical Assessment: Drogath can quickly analyze the battlefield and determine the strengths and weaknesses of both his enemies and his allies. This allows him to make informed decisions about which tactics to employ in order to achieve victory. Random Quirk: Drogath has a strange obsession with collecting battle trophies, and will often take the weapons or armor of defeated enemies as his own personal spoils of war. Actions: Multiattack: Drogath can make three melee attacks with his greatsword. Precision Attack: Drogath can add his Superiority Dice to the attack roll of one of his attacks, ensuring a hit. Rally: Drogath can use his bonus action to bolster the courage of an ally, granting them temporary hit points and a boost to their attack rolls. Trip Attack: Drogath can use his Superiority Dice to attempt to trip up an opponent, causing them to fall prone. Equipment: greatsword, plate armor, shield, 50 gp worth of assorted battle trophies. Ironfang War Party Chieftain: Name: Gruumshak the Unyielding Race: Half-Orc Class: Barbarian Challenge Rating: 4 Lieutenant: Name: Korgoth Bloodfist Race: Orc Class: Fighter Challenge Rating: 3 Members: Name: Drog the Crusher Race: Orc Class: Fighter Challenge Rating: 2 Name: Grimgor the Mauler Race: Half-Orc Class: Rogue Challenge Rating: 2 Name: Uzguk the Unstoppable Race: Orc Class: Ranger Challenge Rating: 2 Name: Zath the Shadow Race: Half-Orc Class: Monk Challenge Rating: 2 Total Challenge Rating: 18 This war party is composed of a mix of orcs and half-orcs, each with their own unique combat abilities. The Chieftain and Lieutenant are the strongest members of the group, with the Chieftain serving as the primary damage dealer and the Lieutenant providing tactical support. The other members of the party are skilled fighters in their own right, with varying specialties and strengths. This war party would pose a significant challenge to a group of 7 level 6 characters in D&D 5e, particularly if they faced the party all at once in a large-scale battle. The party's varied abilities and strengths would make it difficult for the characters to come up with a single, unified strategy for defeating them. The orcs band together to conquer and plunder new territories. The Ironfang Legion is a coalition of orc tribes that have joined forces under the leadership of the most powerful and charismatic chieftain, with the goal of dominating the surrounding lands and gathering as much loot and resources as possible. The Ironfang Legion are driven by a desire for constant battle and conflict. They seek out powerful opponents to fight and conquer, seeing strength and power as the ultimate goals in life. They are also drawn to technology and machinery, scavenging and looting the remnants of fallen civilizations to create their own crude but effective weapons and tools. From the perspective of non-orc characters, an alliance with the Ironfang Legion might be a necessary evil, a way to gain powerful allies in the face of a greater threat. Alternatively, it might be a tempting opportunity to gain access to the Legion's vast resources and formidable military might, at the cost of aligning with a brutal and unpredictable force. In any case, an alliance with the Ironfang Legion would likely involve navigating complex power dynamics and dealing with the ever-present threat of betrayal or double-crossing. Ironfang Legions blood-allies- Bloodtooth Brigade - A savage and bloodthirsty Legion, known for their relentless pursuit of enemies and their willingness to fight to the death. They are known for their use of brutal close-combat weapons and their reliance on overwhelming numbers to overpower their foes.
- Scrapmetal Syndicate - A technologically advanced Legion, obsessed with scavenging and repurposing the scrap and wreckage left by others. They have access to a variety of crude but effective weapons and vehicles, and are skilled at repairing and maintaining their equipment in the field.
- Nightshade Battalion - A Legion of assassins and infiltrators, feared for their ability to strike from the shadows and sow chaos behind enemy lines. They are experts in deception and subterfuge, and often employ poison and other insidious methods to dispatch their targets.
- Thunderbolt Division - A Legion of shock troops, specializing in lightning-fast raids and lightning strikes. They are known for their speed and agility, as well as their use of ranged weapons and explosives to disorient and overwhelm their enemies.
Type
Infantry
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