Orcs Species in Other Realms | World Anvil

Orcs

Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.   Gruumsh One-Eye Orcs worship Gruumsh, the mightiest of the ore deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk. Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a wellplaced arrow to the ore god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor.   Tribes like Plagues Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied.   Ranging Scavengers Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats arid trenches. When an existing territory is depleted of food, an ore tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory. On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites.   Leadership and Might Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other ore tribes and humanoid settlements from a position of overwhelming strength. Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers.   Orc Crossbreeds Luthic, the ore goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that ore hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an ore procreates with a non-ore humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an ore or a half-ore. When an ore produces youngwith an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon.  

Orc

Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.


Armor Class13 (hide armor)
Hit Points 2d8+6
Speed30ft.
Strength16 (+3)
Dexterity12 (+1)
Constitution16 (+3)
Intelligence7 (-2)
Wisdom11 (+0)
Charisma10 (+0)
SkillsIntimidation d20+2
SensesDarkvision 60ft.Passive Perception 10
LanguagesCommonOrc
Challenge1/2 (100 XP)
SpecialAggressiveAs a bonus action, the ore can move up to its speed towarda hostile creature that it can see
Action 1GreataxeMelee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 1d12+3 slashing damage
Action 2JavelinMelee or Ranged Weapon Attack d20+5 to hit
Reach 5 ft. or range 30/120 ft., one targetHit 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 Class16 (chain mail)
Hit Points 11d8+44
Speed30ft.
Strength18 (+4)
Dexterity12 (+1)
Constitution18 (+4)
Intelligence11 (+0)
Wisdom11 (+0)
Charisma16 (+3)
Saving ThrowsStrength d20+6 Constitution d20+6 Wisdom d20+2
SkillsIntimidation d20+5
SensesDarkvision 60ft.Passive Perception 10
LanguagesCommonOrc
Challenge4 (1,100XP)
Special 1AggressiveAs a bonus action, the ore can move up to its speed towarda hostile creature that it can see
Special 2Gruumsh's FuryThe ore deals an extra 1d8 damage when ithits with a weapon attack (included in the attacks)
Action 1MultiattackThe ore makes two attacks with its greatax or its spear
Action 2GreataxeMelee Weapon Attack d20+6 to hit
Reach 5 ft., one creatureHit 1d12+4 + 1d8 slashing damage
Action 3SpearMelee or Ranged Weapon Attack d20+6 to hit
Reach 5 ft. or range 20/60 ft., one targetHit 1d6+4 + 1d8 piercing damage 2d8+4 piercing damage if used with two hands to make a melee attack
Action 4Battle 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 thestart of the war chief's next turn.The war chief can then makeone 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 Class16 (ring mail, shield)
Hit Points 6d8+18
Speed30ft.
Strength16 (+3)
Dexterity12 (+1)
Constitution16 (+3)
Intelligence9 (-1)
Wisdom13 (+ 1)
Charisma12 (+1)
SkillsIntimidation d20+3 Religion d20+1
SensesDarkvision 60ft.Passive Perception 11
LanguagesCommonOrc
Challenge2 (450 XP)
Special 1AggressiveAs a bonus action, the orc can move up to itsspeed toward a hostile creature that it can see
Special 2Gruumsh's FuryThe orc deals an extra 1d8 damagewhen it hits with a weapon attack
(included in the attack)
Special 3SpellcastingThe 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 1Cantrips (at-will)GuidanceResistance
Thaumaturgy
Spells 21st level (4 slots)BlessCommand
Spells 32nd level (2 slots)AugurySpiritual weapon (spear)
ActionSpearMelee or Ranged Weapon Attack d20+5 to hit
Reach 5 ft. or range 20/60 ft., one targetHit 1d6+3 + 1d8 piercing damage 2d8+3 piercing damage ifused 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 Class18 (plate)
Hit Points 5d8+20
Speed30ft.
Strength18 (+4)
Dexterity12 (+1)
Constitution18 (+4)
Intelligence12 (+1)
Wisdom11 (+0)
Charisma12 (+1)
SkillsIntimidation d20+5 Survival d20+2
SensesDarkvision 60ft.Passive Perception 10
LanguagesCommonOrc
Challenge2 (450 XP)
SpecialAggressiveAs a bonus action, the orog can move up to itsspeed toward a hostile creature that it can see
Action 1MultiattackThe orog makes two greataxe attacks
Action 2GreataxeMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 1d12+4 slashing damage
Action 3JavelinMelee or Ranged Weapon Attack d20+6 to hit
Reach 5 ft. or range 30/120 ft., one targetHit 1d6+4 piercing damage

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