Orcs
Orc
Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.
Armor Class | 13 (hide armor) | ||
---|---|---|---|
Hit Points | 2d8+6 | ||
Speed | 30ft. | ||
Strength | 16 (+3) | ||
Dexterity | 12 (+1) | ||
Constitution | 16 (+3) | ||
Intelligence | 7 (-2) | ||
Wisdom | 11 (+0) | ||
Charisma | 10 (+0) | ||
Skills | Intimidation d20+2 | ||
Senses | Darkvision 60ft. | Passive Perception 10 | |
Languages | Common | Orc | |
Challenge | 1/2 (100 XP) | ||
Special | Aggressive | As a bonus action, the ore can move up to its speed toward | a hostile creature that it can see |
Action 1 | Greataxe | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d12+3 slashing damage | ||
Action 2 | Javelin | Melee or Ranged Weapon Attack | d20+5 to hit |
Reach 5 ft. or range 30/120 ft., one target | Hit 1d6+3 piercing damage |
Orc War Chief
The war chief of an ore tribe is its strongest and most cunning member. The reign of a war chief lasts only as long as it commands the fear and respect of other tribe members, whose bloodlust must be regularly satisfied lest the chief appear weak.
Scions of Slaughter Gruumsh bestows special blessings upon war chiefs who prove themselves in battle time and again, imbuing them with slivers of his savagery. A war chief so blessed finds that his weapons cut deeper into his enemies, allowing him to inflict more carnage.
King Obould Many-Arrows King Obould of the Many-Arrows tribe is a legend among the orc war chiefs of the Forgotten Realms, and he is the most famous ore chief in the history of the D&D game. Smarter and more intuitive than most of his kind, Obould slew his chieftain to take control of his tribe. Skilled in the arts of war and renowned for his violent temper, Obould proved himself a fierce opponent in battle time and again. Over the years, he subsumed other ore tribes into his own until he commanded a horde of thousands. Obould leveraged his strength and influence to carve out a kingdom for himself in the Spine of the World, a mountain range overlooking numerous dwarven, human, and elven strongholds. After years of bloody conflict with his more civilized neighbors, Obould did the unthinkable and brokered a peace treaty with his enemies. This treaty confused many of the orcs under Obould's command. It was either a clever ploy by Obould to buy time while he strengthened his army for a final, decisive sweep across the Savage Frontier, or it was a troubling sign that Obould had forsaken the ways of Gruumsh and needed to be destroyed.
Armor Class | 16 (chain mail) | ||
---|---|---|---|
Hit Points | 11d8+44 | ||
Speed | 30ft. | ||
Strength | 18 (+4) | ||
Dexterity | 12 (+1) | ||
Constitution | 18 (+4) | ||
Intelligence | 11 (+0) | ||
Wisdom | 11 (+0) | ||
Charisma | 16 (+3) | ||
Saving Throws | Strength d20+6 | Constitution d20+6 | Wisdom d20+2 |
Skills | Intimidation d20+5 | ||
Senses | Darkvision 60ft. | Passive Perception 10 | |
Languages | Common | Orc | |
Challenge | 4 (1,100XP) | ||
Special 1 | Aggressive | As a bonus action, the ore can move up to its speed toward | a hostile creature that it can see |
Special 2 | Gruumsh's Fury | The ore deals an extra 1d8 damage when it | hits with a weapon attack (included in the attacks) |
Action 1 | Multiattack | The ore makes two attacks with its greatax or its spear | |
Action 2 | Greataxe | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one creature | Hit 1d12+4 + 1d8 slashing damage | ||
Action 3 | Spear | Melee or Ranged Weapon Attack | d20+6 to hit |
Reach 5 ft. or range 20/60 ft., one target | Hit 1d6+4 + 1d8 piercing damage | 2d8+4 piercing damage if used with two hands to make a melee attack | |
Action 4 | Battle Cry (1/Day) | Each creature of the war chief's choice that is within 30 feet of it, | can hear it and is not already affected by Battle Cry |
gain an advantage on attack rolls until the | start of the war chief's next turn. | The war chief can then make | one attack as a bonus action |
Orc Eye of Gruumsh
When an ore slays an elf in Gruumsh's name and offers the corpse of its foe as a sacrifice to the god of slaughter, an aspect of the god might appear. This aspect demands an. additional sacrifice: one of the orc's eyes, symbolizing the loss Gruumsh suffered at the hands of his greatest enemy, Corellon Larethian. If the orc plucks out one of its eyes, Gruumsh might grant the ore spellcasting ability and special favor along with the right to call itself an Eye of Gruumsh. When not using their auguries to advise their war chiefs, these savage devotees of the god of slaughter hurl themselves into battle, their weapons stained with blood.
Armor Class | 16 (ring mail, shield) | ||
---|---|---|---|
Hit Points | 6d8+18 | ||
Speed | 30ft. | ||
Strength | 16 (+3) | ||
Dexterity | 12 (+1) | ||
Constitution | 16 (+3) | ||
Intelligence | 9 (-1) | ||
Wisdom | 13 (+ 1) | ||
Charisma | 12 (+1) | ||
Skills | Intimidation d20+3 | Religion d20+1 | |
Senses | Darkvision 60ft. | Passive Perception 11 | |
Languages | Common | Orc | |
Challenge | 2 (450 XP) | ||
Special 1 | Aggressive | As a bonus action, the orc can move up to its | speed toward a hostile creature that it can see |
Special 2 | Gruumsh's Fury | The orc deals an extra 1d8 damage | when it hits with a weapon attack |
(included in the attack) | |||
Special 3 | Spellcasting | The orc is a 3rd-level spellcaster. | Its spellcasting ability is Wisdom |
(spell save DC 11, d20+3 to hit with spell attacks). | The orc has the following cleric spells prepared: | ||
Spells 1 | Cantrips (at-will) | Guidance | Resistance |
Thaumaturgy | |||
Spells 2 | 1st level (4 slots) | Bless | Command |
Spells 3 | 2nd level (2 slots) | Augury | Spiritual weapon (spear) |
Action | Spear | Melee or Ranged Weapon Attack | d20+5 to hit |
Reach 5 ft. or range 20/60 ft., one target | Hit 1d6+3 + 1d8 piercing damage | 2d8+3 piercing damage if | used with two hands to make a melee attack |
Orog
Orogs are orcs blessed with a surprisingly keen intellect that ordinary orcs believe is a gift from the ore goddess Luthic. Like Luthic, 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.
Stronger and Smarter 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" ore warlord execute a clever maneuver to outflank and destroy an opposing force, not realizing the ore is an orog. When encountered in great numbers, orogs form their own detachments within much larger ore 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 ore tribes actively seek out orogs to bolster their ranks. The orogs' superiority makes them ideal leaders, and thus deadly rivals to ore war chiefs, who must be wary of orog treachery.
Detached Killers Wanting nothing more than to hack their: enemies to pieces, orogs are a terrifying presence on the battlefield. They form no attachments, even to their parents and siblings, and have no concept of love or dedication. They worship the ore pantheon of gods Gruumsh and Luthic foremost- because they believe that the gods have strength beyond reason, and physical might is all they respect.
Servants of Darkness Mistrusted by orcs, some orogs form independent mercenary war bands 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.
Armor Class | 18 (plate) | ||
---|---|---|---|
Hit Points | 5d8+20 | ||
Speed | 30ft. | ||
Strength | 18 (+4) | ||
Dexterity | 12 (+1) | ||
Constitution | 18 (+4) | ||
Intelligence | 12 (+1) | ||
Wisdom | 11 (+0) | ||
Charisma | 12 (+1) | ||
Skills | Intimidation d20+5 | Survival d20+2 | |
Senses | Darkvision 60ft. | Passive Perception 10 | |
Languages | Common | Orc | |
Challenge | 2 (450 XP) | ||
Special | Aggressive | As a bonus action, the orog can move up to its | speed toward a hostile creature that it can see |
Action 1 | Multiattack | The orog makes two greataxe attacks | |
Action 2 | Greataxe | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 1d12+4 slashing damage | ||
Action 3 | Javelin | Melee or Ranged Weapon Attack | d20+6 to hit |
Reach 5 ft. or range 30/120 ft., one target | Hit 1d6+4 piercing damage |
Remove these ads. Join the Worldbuilders Guild
Comments