Orcs
Orcs are strong, tough, and wild. They are known to be proud and ferocious warriors, able to violently annihilate their enemies. For this very reason, many view them as mindless and dangerous monsters that cannot live in society.
However, this is simply not true, as there have been many orc civilizations before. Orcs are just as intelligent as any other race; they just get a little too excited while they are on the battlefield.
Tier 1
Young Orc
Medium, Humanoid/ Monstrosity
Tier 1, Challenge Point 2, XP: 2
Attributes
AC 13 AP 2 HP 17 Posture 8
- Passive Insight/ Perception 12
- Language Orcish
Movement
Base 25 Climb/Swim 15 Dash 30 Stats + Skills
STR +5 DEX +1 INT -1 WIS +2 CHA +0
- LU +2: Luck Points: 2; Critical Fail: 1
Abilities
- Orc Ferocity: Once per round, you can give yourself advantage to 1 Attack. If it hits, you can also add a +1 bonus to its damage roll.
- Tough Posture You don't trigger Attacks of Opportunity when your Posture is reduced to 0.
Action (1)
- Battle Axe Hit +5, Dmg 1d10 slash
- Throw Weapon (20/30)
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- LongBow: Hit +3, Dmg 1d8 thrust
- Ranged Weapon (120/300)
- TwoHanded: Needs two hands to be wielded.
Orc
Medium, Humanoid/ Monstrosity
Tier 1, Challenge Point 4, XP: 4
Attributes
AC 13 AP 2 HP 38 Posture 18
- Passive Insight/ Perception 12
- Language Orcish
Movement
Base 25 Climb/Swim 15 Dash 30 Stats + Skills
STR +6 DEX +1 INT -1 WIS +2 CHA +0
- LU +2: Luck Points: 2; Critical Fail: 1
Abilities
- Orc Ferocity: Once per round, you can give yourself advantage to 1 Attack. If it hits, you can also add a +1 bonus to its damage roll.
- Tough Posture You don't trigger Attacks of Opportunity when your Posture is reduced to 0.
Action (1)
- Battle Axe Hit +6, Dmg 1d10 slash
- Throw Weapon (20/30)
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: You score a Critical Hit on any Attack rolls of 18, 19 or 20 with this weapon. These Critical Hits also deal extra 1d6 damage
- LongBow: Hit +6, Dmg 1d8 + 2 thrust
- Ranged Weapon (120/300)
- TwoHanded: Needs two hands to be wielded.
Tier 2
Orc Fighter
Medium, Humanoid/ Monstrosity
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 16 AP 2 HP 39 Posture 20
- Passive Insight/ Perception 14
- Language Orcish
Movement
Base 25 Climb/Swim 20 Dash 40 Stats + Skills
STR +7 DEX +1 INT +0 WIS +4 CHA +0
- LU +2: Luck Points: 2; Critical Fail: 1
Abilities
- Orc Ferocity: Once per round, you can give yourself advantage to 1 Attack. If it hits, you can also add a +2 bonus to its damage roll.
- Tough Posture You don't trigger Attacks of Opportunity when your Posture is reduced to 0.
Action (2)
- Battle Axe Hit +7, Dmg 1d10 slash
- Throw Weapon (20/30)
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: You score a Critical Hit on any Attack rolls of 18, 19 or 20 with this weapon. These Critical Hits also deal extra 1d6 damage
Bonus Action
- Forced Posture You can gain 4 Posture.
Orc Chief
Medium, Humanoid/ Monstrosity
Tier 2, Challenge Point 6, XP: 12
Attributes
AC 16/ +1 Shield AP 3 HP 55 Posture 29
- Passive Insight/ Perception 15
- Language Orcish
Movement
Base 25 Climb/Swim 20 Dash 40 Stats + Skills
STR +7 DEX +1 INT +2 WIS +5 CHA +5
- LU +2: Luck Points: 2; Critical Fail: 1
Abilities
Command Once per round, you can use a Free Action to make a friendly creature within 30 feet to take an Action on your turn.
Orc Ferocity: Once per round, you can give yourself advantage to 1 Attack. If it hits, you can also add a +2 bonus to its damage roll.
Forced Critical (1) Before you make an Attack with advantage, you can automatically score a Critical Hit with that Attack. You can only use this ability 1 time per Short or Long rest.
Tough Posture You don't trigger Attacks of Opportunity when your Posture is reduced to 0.
Action (1)
- Battle Axe Hit +7, Dmg 1d10 slash
- Throw Weapon (20/30)
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: You score a Critical Hit on any Attack rolls of 18, 19 or 20 with this weapon. These Critical Hits also deal extra 1d6 damage
Reaction
- Use Shield When an Attack would hit you, you can use your Reaction to gain a +2 bonus to your AC.
Trogolorc
Enormous, Humanoid/ Monstrosity
Tier 2, Challenge Point 12, XP: 24
Attributes
AC 5 AP 4 HP 104 Posture 45
- Passive Insight/ Perception 7
- Language Orcish
Movement
Base 20 Climb/Swim 25 Dash 50 Stats + Skills
STR +8 DEX -3 INT -3 WIS -3 CHA -3
- LU +2: Luck Points: 2; Critical Fail: 1
Abilities
Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 16), or be pushed 10 feet away and become Stunned and Knocked Prone.
Orc Ferocity: Once per round, you can give yourself advantage to 1 Attack. If it hits, you can also add a +2 bonus to its damage roll.
Tough Posture You don't trigger Attacks of Opportunity when your Posture is reduced to 0.
Action (2)
- Great Hammer Hit +8, Dmg 1d12 strike
- Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to the damage roll. You do not get to add a third 1d12.
- Heavy: You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
- Favorite Weapon: You ignore 3 AP.
Orc Shaman
Medium, Humanoid/ Monstrosity
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 16 AP 2 HP 29 Posture 18 Mana 4
- Passive Insight/ Perception 16
- Language Orcish
Movement
Base 25 Climb/Swim 20 Dash 40 Stats + Skills
STR +5 DEX +1 INT +2 WIS +6 CHA +0
- LU +2: Luck Points: 2; Critical Fail: 1
Abilities
- Orc Ferocity: Once per round, you can give yourself advantage to 1 Attack. If it hits, you can also add a +2 bonus to its damage roll.
- Spell Skill Spell Hit: +6, Spell DC (14)
- Tough Posture You don't trigger Attacks of Opportunity when your Posture is reduced to 0.
Actions (1)
- Cast Spell You cast the following spells:
- At will: Conjure Minor Vines, Dark Orb, Fire Orb, Frost Bite, Minor Lightning, Commune with Nature
- Level 1 (1 Mana): Conjure Vines, Dark Pulse, Putrid Flesh, Flamethrower, Lightning Strike
Bonus Action
- Cast Spell You can cast the following spells:
- At will: Hex
Reaction
- Use Shield When an Attack would hit you, you can use your Reaction to gain a +3 bonus to your AC.
Orc Lone Hunter
Medium, Humanoid/ Monstrosity
Tier 2, Challenge Point 8, XP: 16
Attributes
AC 16 AP 2 HP 71 Posture 36
- Passive Insight/ Perception 14
- Language Orcish
Movement
Base 25 Climb/Swim 20 Dash 40 Stats + Skills
STR +7 DEX +1 INT +1 WIS +4 CHA +0
- LU +2: Luck Points: 2; Critical Fail: 1
Abilities
- Orc Ferocity: Once per round, you can give yourself advantage to 1 Attack. If it hits, you can also add a +2 bonus to its damage roll.
- Tracker You gain advantage on Nature Checks to track creatures.
- Pack Hunter You gain advantage on Attacks if there's an ally within 5 feet of the target you're attacking.
- Tough Posture You don't trigger Attacks of Opportunity when your Posture is reduced to 0.
Action (2)
- Spear Hit +7, Dmg 1d10 thrust
- Aquatic: Being Underwater does not impose disadvantage on the Attacks.
- Long Reach: The reach of this weapon is 10 feet.
- Throw Weapon (20/60)
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it.
- LongBow: Hit +7, Dmg 1d8 + 2 thrust
- Ranged Weapon (120/300)
- TwoHanded: Needs two hands to be wielded.
Bonus Action
- Cast Spell You can cast the following spells:
- At will: Hunter's Mark.
Orc War Drummer
Medium, Humanoid/ Monstrosity
Tier 2, Challenge Point 2, XP: 4
Attributes
AC 16 AP 2 HP 23 Posture 12
- Passive Insight/ Perception 14
- Language Orcish
Movement
Base 25 Climb/Swim 20 Dash 40 Stats + Skills
STR +7 DEX +1 INT +0 WIS +4 CHA +6
- LU +2: Luck Points: 2; Critical Fail: 1
Abilities
- Orc Ferocity: Once per round, you can give yourself advantage to 1 Attack. If it hits, you can also add a +2 bonus to its damage roll.
- Tough Posture You don't trigger Attacks of Opportunity when your Posture is reduced to 0.
Action (1)
- War Inspiration Choose 1 friendly creature within 30 feet of you, except yourself. It gains 6 Posture
- Drum Bash Hit +7, Dmg 1d10 strike
- Knocker: On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage