Scott Holden - D&D Denizens - Orcs

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D&D Denizens: Orcs

An Overkill of Orcs

Introduction: The Monster Manual lists four options for orcs: the standard orc (CR
1/2), the war chief (CR 4), the eye of Gruumsh (CR 2), and the orog (CR 2). This
document provides a range of other orcs to flesh out any tribe or warband, ranging
from CR 1/2 to CR 3.

An assortment of orcs for any campaign

Written by Scott Holden


Layout by Pauline Benney
Art by Claudio Pozas, used with permission from Fiery Dragon Productions

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“Looks like meat’s back on the menu, boys!” Speed 30 ft.
— Ugluk
STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 16 (+3) 7 (-2) 11 (+0) 10 (+0)
Orcs!
The orcs can be used to flesh out almost any
tribe or warband in your campaign and to Skills Intimidation +2
keep players on their toes.
Senses darkvision 60 ft.; passive Perception 10
Ogrillon Behemoth Language Common, Orc
Large humanoid (orc), chaotic evil Challenge 1 (200 xp)

Armor Class 16 (chain mail) Aggressive. As a bonus action, the orc can
Hit Points 66 (7d10 + 28) move up to its speed toward a hostile creature
Speed 30 ft. that it can see.
Gruumsh’s Fury. The orc deals an extra 4 (1d8)
STR DEX CON INT WIS CHA damage when it hits with a weapon attack (in-
20 (+5) 10 (+0) 18 (+4) 10 (+0) 11 (+0) 10 (+0) cluded in the attacks).

Actions
Skills Intimidation +4
Maul. Melee Weapon Attack. +5 to hit, reach 5
Senses darkvision 60 ft.; passive Perception 10 ft., one target. Hit: 14 (2d6 + 3 plus 1d8) blud-
Language Common, Orc geoning damage.
Challenge 3 (700 xp)
The orc brute is precisely what it sounds
Aggressive. As a bonus action, the ogrillon like: big, mean, stupid, and vicious. Don’t get
behemoth can move up to its speed toward a in its way.
hostile creature that it can see.
Orc Campaigner
Actions Medium humanoid (orc), chaotic evil
Maul. Melee Weapon Attack. +7 to hit, reach
5 ft., one target. Hit: 19 (4d6 + 5) bludgeoning Armor Class 17 (splint)
damage. Hit Points 52 (7d8 + 21)
Javelin. Melee or Ranged Weapon Attack. +7 to Speed 30 ft.
hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 12 (2d6 + 5) piercing damage. STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 10 (+0)
Like other ogrillons, the behemoth is an ogre
half-breed, but its other half is orog, not orc. Skills History +1, Intimidation +2
Hugely muscular and unexpectedly cunning,
Senses darkvision 60 ft.; passive Perception 11
a behemoth chafes at servitude and is much
more likely to be found as a lieutenant or a Language Common, Orc
leader in its own right. Challenge 2 (450 xp)
Orc Brute
Medium humanoid (orc), chaotic evil Aggressive. As a bonus action, the orc can
move up to its speed toward a hostile creature
that it can see.
Armor Class 12 (hide)
Hit Points 30 (4d8 + 12)
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2 D&D Denizens: Orcs
Skills Intimidation +3
Senses darkvision 60 ft.; passive Perception 10
Language Common, Orc
Challenge 3 (700 xp)

Aggressive. As a bonus action, the orc can


move up to its speed toward a hostile creature
that it can see.
Berserk. Every time the orc fury reduces a crea-
ture to 0 hit points, it must make a DC 8 Wisdom
saving throw. If it fails, then on its next turn it
moves toward the nearest creature it can see
(unless it is already within reach of one), treat-
ing all creatures on the battlefield as hostile. It
then attacks a randomly determined creature
within its reach.
Brute. A melee weapon deals one extra die of
its damage when the orc fury hits with it (in-
Actions cluded in the attacks).
Multiattack. The orc campaigner makes two Reckless. At the start of its turn, the orc fury
melee attacks. can gain advantage on all melee weapon attack
Greataxe. Melee Weapon Attack. +5 to hit, rolls during that turn, but attack rolls against it
reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing have advantage until the start of its next turn.
damage.
Actions
Javelin. Melee or Ranged Weapon Attack. +5 to
hit, reach 5 ft. or range 30/120 ft., one target. Greataxe. Melee Weapon Attack. +6 to hit,
Hit: 6 (1d6 + 3) piercing damage. reach 5 ft., one target. Hit: 17 (2d12 + 4) slash-
ing damage.
Shortbow. Ranged Weapon Attack. +3 to hit,
range 80/320 ft., one target. Hit: 4 (1d6 + 1) Javelin. Melee or Ranged Weapon Attack. +6 to
piercing damage. hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.

A scarred, grizzled veteran of many battles in


many places, the orc campaigner has seen Nobody likes to see an orc fury coming at
it all. Or at least that’s what he’d have you them in combat, not even another orc who’s
believe. And aside from the bloodletting, he on the same side. Once they start swinging,
didn’t like any of it. furies have a hard time stopping, no matter
who gets in the way.
Orc Fury
Orc Sniffer
Medium humanoid (orc), chaotic evil
Medium humanoid (orc), chaotic evil
Armor Class 13 (hide)
Armor Class 14 (studded leather)
Hit Points 67 (9d8 + 27)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 6 (-2) 11 (+0) 9 (-1)
14 (+2) 14 (+2) 15 (+2) 9 (-1) 13 (+1) 10 (+0)

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D&D Denizens: Orcs 3
Sniffers are usually small and wiry, more
akin to a big goblin or hobgoblin in stature.
They are no less vicious or bloodthirsty than
other orcs, though, and they are very fond
of the flesh of other sapient creatures. They
pride themselves on being good trackers.
Orc Soldier
Medium humanoid (orc), chaotic evil

Armor Class 16 (chain mail)


Hit Points 22 (3d8 + 9)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0)

Skills Athletics +5, Intimidation +2


Senses darkvision 60 ft.; passive Perception 10
Skills Intimidation +2, Perception +5, Survival +5
Language Common, Orc
Senses blindsense 30 ft., darkvision 60 ft., pas-
sive Perception 15 Challenge 1 (200 xp)
Language Common, Orc
Challenge 1/2 (100 xp) Aggressive. As a bonus action, the orc can
move up to its speed toward a hostile creature
that it can see.
Aggressive. As a bonus action, the orc can
move up to its speed toward a hostile creature Actions
that it can see.
Greataxe. Melee Weapon Attack. +5 to hit,
Keen Smell. The orc sniffer has advantage on reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing
Wisdom (Perception) checks that rely on smell damage.
and on Wisdom (Survival) checks to track a
creature by smell. Javelin. Melee or Ranged Weapon Attack. +5 to
hit, reach 5 ft. or range 30/120 ft., one target.
Actions Hit: 6 (1d6 + 3) piercing damage.
Battleaxe. Melee Weapon Attack. +4 to hit, Shortbow. Ranged Weapon Attack. +3 to hit,
reach 5 ft., one target. Hit: 6 (1d8 + 2) slash- range 80/320 ft., one target. Hit: 4 (1d6 + 1)
ing damage, or 7 (1d10 + 2) slashing damage if piercing damage.
used in two hands.
Shortbow. Ranged Weapon Attack. +4 to hit, Orc soldiers are big and strong, even for
range 80/320 ft., one target. Hit: 5 (1d6 + 2) orcs. Accomplished in combat and with sev-
piercing damage. eral battles under their belts, they are a force
to be feared, particularly in great numbers.

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4 D&D Denizens: Orcs

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