Bloodrage and Battle: Orcs
Bloodrage-Fueled Ancestral Warriors
Long ago, the ancestors of the orcs made pacts with demons to flee their dying world. The demonic blood strengthened the orcs and gifted them with a powerful bloodrage that made them formidable foes, though at a great cost. The orcs and all of their descendents were prone to fits of an all-consuming bloodrage that enhances their innate strength with a savage ferocity. While the bloodrage burns, the orc's speed, aggression, and stamina are all supernaturally boosted. Wounds that could slay a grown man are shrugged off as annoyances and visceral rage is all-consuming.
Some orcs embrace the bloodrage and seek out ever greater danger and violence, chasing the near-ecstatic release of the bloodrage. Others meditate on the spirits of their ancestors, seeking ancestral wisdom to master the rage that lives in their blood.
Generally, orcs value strength, honor, and tradition. They often organize into warbands that are led by powerful warchiefs and counseled by shamans who interpret the will of the ancestors and elemental spirits.
Orc Lore
Learn the dark origins and cultural code of orcs in your 5E campaign: from demonic pacts to ancestral pride and the ever-burning curse of bloodrage. You can hand these table-ready lore tidbits out directly to your players as Secrets and Clues.
- Demon-Blooded Exiles: Long ago, orcs fled their dying world by forging a pact with demons. This dark bargain granted them strength and cursed their bloodlines with an uncontrollable battle-fury known as bloodrage.
- Bloodrage and Discipline: All orcs carry the bloodrage, but not all surrender to it. Some give in to its ecstasy and seek out ever more violence. Others learn to master it, guided by ancestral spirits and strict codes of honor.
- Ancestral Kinship: Orc society venerates its forebears. Names are earned through trial, and warbands preserve oral histories, tattoos, and heirlooms that link them to the blood-bound warriors who came before.
- Warbands and Warchiefs: Orc society is tribal and mobile. Warbands are led by the strongest fighters, but shamans and elders wield influence through visions, omens, and ancestral rites.
- Strength in All Forms: Orcs value strength in all of its forms. This includes physical might, as well as strength of will, conviction, and loyalty. Outsiders may see only savagery, but among orcs, even restraint, when wielded with iron purpose, can be as revered as the blade.
- Not All Orcs Raid: While many orcs embrace destruction and raiding, others pursue personal discipline, spiritual insight, or selective alliances. All share a common origin, but not a common path.
d12 Orc Names
This d12 table of unique orc names will help you create the perfect warriors, shamans, and chieftans.
d12 | Name |
---|---|
1 | Grukkhar |
2 | Vezhka |
3 | Torvulk |
4 | Azhra |
5 | Dromnart |
6 | Skurra |
7 | Morgat |
8 | Zaggala |
9 | Tarzga |
10 | Rekhaat |
11 | Ulgrak |
12 | Kaavira |
Orc Diplomacy
Orc diplomacy may be brutal, but it’s not mindless. Learn how orcs treat elves, dwarves, and humans—and when negotiation turns to conquest.
Orc warbands are highly pragmatic with their diplomacy with outsiders. They respect strength and honor it in others, but show contempt for weakness, cowardice, or indecision. Many orcs have a deep-seated distaste for elves, often viewing them as arrogant and frail creatures whose pride far exceeds their strength.
In some ways, dwarves and orcs share cultural echoes in their focus on pride, honor, and ancestral tradition. Many dwarven clans, however, would be outraged by any suggestion that they have common ground with orcs. Grudges between orcs and dwarves often run deep.
Orcs and humans cross paths often. When a warband grows to respect a strong and organized human settlement, then diplomacy and even alliances become possible But, when a new warband rises, it often tests the strength of nearby lands. If human communities appear weak or disorganized then the result is often raids, pillaging, and wanton destruction.
Orc Tactics
Orcs fight like they live: with purpose, pride, and overwhelming force. They are not stupid and are capable of tactical combat, but their approach is usually aggressively direct. Orcs find great honor in hand-to-hand combat and will frequently challenge worthy foes to one-on-one duels. On the other hand, ranged combatants are treated with scorn, and orcs will send screaming reavers through the lines to hack down the cowardly mage hiding in the rear before turning their blades on the armored warriors in ritual combat.
NPCs or Monsters?
Foe Foundry gives you two options for Orc statblocks:
- There are dedicated Orc statblocks like the Orc Soldier and Orc Bloodrite Shaman
- You can apply an Orc species template to any humanoid NPC statblock, such as an Orc Priest or an Orc Thug
As always, GMs are free to decide how intelligent humanoids are portrayed at their table. But, we suggest the following guidance:
- Some Orcs have given in to the savagery of their bloodrage and join conquering bands of reavers and pillagers. The bespoke Orc statblocks listed below can be used to represent these orcs
- Some Orcs instead focus their efforts inward and hone their sense of honor and tradition. For these, simply apply the Orc species template to the suitable NPC statblock. Foe Foundry makes this lightning-fast. Use the template when you want an orc who breaks the bloodrage-fueled mold.
Orc Statblocks
These bespoke orc statblocks are built to hit hard and ooze flavor. From soldiers to shamans, you’ll find monsters ready for battle in your 5E campaign.
Orc Soldier
Orc Soldiers are the backbone of any orc warband. They are strong and tough, and they fight with a ferocity that is unmatched. Every soldier strives to distinguish themselves in battle and earn the coveted promotion to reaver. This often leads to orcs recklessly challenging dangerous foes in the hopes of earning a battlefield promotion.
Orc Soldier
Summoned with Foe FoundrySmall Humanoid (Orc)
AC 13 (Hide Armor) Initiative +1 (11)
HP 22 (4d6 + 8)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 16 | +3 | +3 |
Dex | 12 | +1 | +1 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 7 | -2 | -2 |
Wis | 11 | +0 | +0 |
Cha | 10 | +0 | +0 |
Skills Intimidation +2
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
CR 1/2 (100 XP; PB +2)
Actions
Wicked Greataxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12 + 3) slashing damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 3 slashing damage.
Javelin. Ranged Weapon Attack: +5 to hit, range 30/120ft., one target. Hit 6 (1d6 + 3) piercing damage.
Bonus Actions
Bloodrage Dash (1/day). The orc uses Dash as a bonus action and moves directly towards an enemy. The next attack it makes this turn is made with advantage.
Orc Reaver
Orc Reavers are the most aggressive and bloodthirsty warriors in the warband. They charge into battle with reckless abandon, seeking to kill and maim as many foes as possible. Reavers are distinguished by prominent tattoos depicting the foe that was slain to earn the promotion.
Orc Reaver
Summoned with Foe FoundrySmall Humanoid (Orc)
AC 13 (Hide Armor) Initiative +1 (11)
HP 32 (5d6 + 15)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 16 | +3 | +3 |
Dex | 13 | +1 | +1 |
Con | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
Int | 7 | -2 | -2 |
Wis | 8 | -1 | -1 |
Cha | 10 | +0 | +0 |
Skills Intimidation +2
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Orc
CR 1 (200 XP; PB +2)
Actions
Multiattack. The orc makes two Wicked Greataxe or Javelin attacks.
Wicked Greataxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12 + 3) slashing damage. On a hit, the target must make a DC 13 Strength saving throw or be knocked Prone
Javelin. Ranged Weapon Attack: +5 to hit, range 30/120ft., one target. Hit 6 (1d6 + 3) piercing damage.
Bonus Actions
Overrun (1/day). Immediately after the orc hits an enemy with an attack, it may move up to half its movement without triggering opportunity attacks. If it ends its movement next to another creature, it may make an attack against that creature.
Orc Hardened One
Orc Hardened Ones are the elite warriors of the orc warband. They are tough and resilient, and they fight with a brutal efficiency. To earn the title of "Hardened One", a reaver must first fight an entire battle unarmored, demonstrating defensive prowess without the need of armor. Only then may the warrior don the clan's ancestral armor and take up their duty as an elite bodyguard to the warchief.
Orc Hardened One
Summoned with Foe FoundrySmall Humanoid (Orc)
AC 18 (Plate Armor) Initiative +2 (12)
HP 45 (7d6 + 21)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Dex | 14 | +2 | +2 |
Con | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +1 |
Wis | 11 | +0 | +0 |
Cha | 12 | +1 | +1 |
Skills Athletics +6, Intimidation +3
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
CR 2 (450 XP; PB +2)
Traits
Zone of Control. Any creature that attempts to Disengage from the orc must make a DC 12 Strength save or have their speed reduced to 0 until the end of their next turn.
Actions
Multiattack. The orc makes two Wicked Greataxe or Javelin attacks. It may replace one attack with a use of its Challenge.
Wicked Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d12 + 4) slashing damage.
Javelin. Ranged Weapon Attack: +6 to hit, range 30/120ft., one target. Hit 7 (1d6 + 4) piercing damage.
Challenge. The orc challenges another creature within 30 feet to the duel. The duel concludes when one of the targets is reduced to 0 hit points, is incapacitated, or dies. Any creature not part of the duel has disadvantage on attack rolls against the orc and the orc has advantage on any saves against effects or abilities caused by any creature not in the duel. The orc may only have one active duel at a time.
Bonus Actions
Disarming Attack (Recharge 5-6). Immediately after hitting with an attack, the orc forces the target to make a DC 12 Strength saving throw. On a failure, the target must drop one item of the orc's choice that it is holding. The item lands at the target's feet.
Reactions
Coordinated Strike. Whenever an ally within 5 feet misses an attack and the orc is within 5 feet of the target, the orc can use their reaction to make an attack against the target. This ability can only trigger once per round for each such group of allies with this trait.
Orc Bloodrite Shaman
Orc Bloodrite Shamans are the spiritual leaders of the orc warband. They are powerful spellcasters who can call upon the spirits of their ancestors to aid them in battle. They often create protective totems to aid their allies and curse their enemies.
Orc Bloodrite Shaman
Summoned with Foe FoundrySmall Humanoid (Orc)
AC 14 (Arcane Armor) Initiative +1 (11)
HP 44 (8d6 + 16)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 13 | +1 | +1 |
Con | 14 | +2 | +4 |
Mod | Save | ||
---|---|---|---|
Int | 14 | +2 | +2 |
Wis | 16 | +3 | +5 |
Cha | 10 | +0 | +0 |
Skills Intimidation +2
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Orc
CR 2 (450 XP; PB +2)
Actions
Multiattack. The orc makes two Thunder Shock attacks.
Thunder Shock. Ranged Spell Attack: +5 to hit, range 30ft., one target. Hit 10 (2d6 + 3) lightning damage. On a hit, the target has disadvantage on its next attack roll until the end of its next turn.
Spellcasting. The orc casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
1/day each: EntangleÈ», Faerie FireÈ», Bestow Cursec, Sleet Stormc
Bonus Actions
Ancestral Totem (1/day). The orc creates a Ancestral Totem Token (AC/DC 10, 3 Charges) in an unoccupied space within 5 feet. Whenever a friendly creature within 30 feet of the totem fails a d20 test, the totem consumes a charge and turns the failure into a success.
Sanguine Offering (1/day). The orc deals 2 necrotic damage to itself. The next attack it makes this turn is made with advantage, and if the attack hits it deals an additional 7 (2d6) necrotic damage.
Orc Bloodrite Elder Shaman
The Orc Bloodrite Elder Shaman has gained sufficient skill and wisdom to commune with the first ancestors of the orcs who made the fateful blood pact. Their command of ancestral rites and spirit-magic is unmatched within the warband.
Orc Bloodrite Elder Shaman
Summoned with Foe FoundrySmall Humanoid (Orc)
AC 15 (Arcane Armor) Initiative +2 (12)
HP 93 (17d6 + 34)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 12 | +1 | +1 |
Dex | 14 | +2 | +2 |
Con | 14 | +2 | +4 |
Mod | Save | ||
---|---|---|---|
Int | 15 | +2 | +2 |
Wis | 18 | +4 | +6 |
Cha | 12 | +1 | +1 |
Skills Intimidation +3
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Orc
CR 5 (1,800 XP; PB +2)
Actions
Multiattack. The orc makes three Thunder Shock attacks. It may replace two attacks with a use of its Spellcasting.
Thunder Shock. Ranged Spell Attack: +6 to hit, range 30ft., one target. Hit 11 (2d6 + 4) lightning damage. On a hit, the next attack against the target has advantage until the end of the orc's next turn.
Spellcasting. The orc casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
1/day each: EntangleÈ», Faerie FireÈ», Bestow Cursec, Call Lightningc, Blight
Bonus Actions
Healing Totem (1/day). The orc creates a Healing Totem Token (AC/DC 11, 3 Charges) in an unoccupied space within 5 feet. Whenever a friendly creature within 30 feet of the totem is reduced to 0 hit points, the totem consumes a charge and restores that creature to 5 hit points.
Reactions
Empowering Tattoo (1/day). Immediately after hitting with an attack, the orc unleashes the empowering energy in its tatoo, casting Cure Wounds (2nd) on a creature within 30 feet.
Orc Bloodletter
Orc Bloodletters are the most feared and deadly warriors in an orc warband. They are skilled in the art of assassination and can strike from the shadows with deadly precision. Before battle, a bloodletter swears an oath of silence and will not speak again until they have slain a foe.
Orc Bloodletter
Summoned with Foe FoundrySmall Humanoid (Orc)
AC 16 (Studded Leather Armor) Initiative +4 (14)
HP 82 (15d6 + 30)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 18 | +4 | +4 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 13 | +1 | +1 |
Wis | 13 | +1 | +1 |
Cha | 13 | +1 | +1 |
Skills Intimidation +3
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Orc
CR 4 (1,100 XP; PB +2)
Traits
Brutal Critical. The orc scores a critical hit on an unmodified attack roll of 19-20. Additionally, a critical hit from the orc deals an additional 14 (4d6) poison damage (do not apply crit modifier to this damage), and the creature dies if this attack reduces its hit points to 0.
Actions
Multiattack. The orc makes two Black Blades or Black Bow attacks.
Black Blades. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d4 + 4) piercing damage and 7 (3d4) poison damage. On a hit, the target must make a DC 14 Constitution saving throw or become Poisoned until the end of its next turn. If the attack was made with advantage, it deals an additional 7 (2d6) piercing damage.
Black Bow. Ranged Weapon Attack: +6 to hit, range 80/320ft., one target. Hit 7 (1d6 + 4) piercing damage and 3 (1d6) poison damage.
Reactions
Empowering Tattoo (1/day). Immediately after hitting with an attack, the orc unleashes the empowering energy in its tatoo, casting Cure Wounds (2nd) on a creature within 30 feet.
Orc Warchief
Orc Warchiefs are the leaders of the orc warband. They are ferocious warriors and skilled tacticians who can rally their allies to victory. They are often accompanied by a retinue of elite warriors. A warchief never turns down a challenge.
Orc Warchief
Summoned with Foe FoundrySmall Humanoid (Orc)
AC 18 (Plate Armor) Initiative +3 (13)
HP 84 (13d6 + 39)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +6 |
Dex | 12 | +1 | +1 |
Con | 16 | +3 | +5 |
Mod | Save | ||
---|---|---|---|
Int | 11 | +0 | +0 |
Wis | 11 | +0 | +2 |
Cha | 13 | +1 | +1 |
Skills Intimidation +5
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
CR 4 (1,100 XP; PB +2)
Actions
Multiattack. The orc makes two Wicked Greataxe or Javelin attacks.
Wicked Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 17 (2d12 + 4) slashing damage.
Javelin. Ranged Weapon Attack: +6 to hit, range 30/120ft., one target. Hit 14 (3d6 + 4) piercing damage.
Whirlwind of Steel (Recharge 5-6). The orc makes a lightning-fast flurry of strikes at a creature within 5 feet. The target must make a DC 14 Dexterity saving throw. On a failure, it takes 14 (4d6) slashing damage and is Bleeding [7 (2d6) piercing]. On a success, it instead takes half damage. A bleeding creature suffers 7 (2d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.
Bonus Actions
War-Cry of the Bloodied Fang (1/day). All bloodied Orcs within 30 feet gain 5 temporary hit points.
Intimidate (1/day). The orc chooses a target that can hear them within 60 ft. The target must make a contested Insight check against the orc's Intimidation. On a failure, the target is Frightened of the orc for 1 minute (save ends at end of turn). While Frightened in this way, attacks made against the target have advantage.
Reactions
Bloodrage Endurance. When the orc is reduced to 0 hit points, they can immediately make one melee attack as a reaction. If this attack hits, they regain 1 hit point.
Orc Warchief of the Bloody Fang
The most powerful warchiefs dye their tusks red with the blood of their slain foes. They are living legends amongst the warbands, lead massive warbands, and command immense respect from even the most vicious orc reavers.
Orc Warchief of the Bloody Fang
Summoned with Foe FoundrySmall Humanoid (Orc)
AC 19 (Plate Armor +1) Initiative +4 (14)
HP 172 (23d6 + 92)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +7 |
Dex | 13 | +1 | +1 |
Con | 18 | +4 | +7 |
Mod | Save | ||
---|---|---|---|
Int | 13 | +1 | +1 |
Wis | 14 | +2 | +5 |
Cha | 14 | +2 | +2 |
Skills Intimidation +8
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Orc
CR 7 (2,900 XP; PB +3)
Traits
Bloodfury. When the orc becomes Bloodied it becomes Enraged for the next minute. An Enraged creature has resistance to bludgeoning, piercing, and slashing damage. Attacks against it have advantage and its attacks have advantage.
Legendary Prowess (3/day). The orc can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.
Actions
Multiattack. The orc makes two Wicked Greataxe or Javelin attacks.
Wicked Greataxe. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 10 (1d12 + 4) slashing damage.
Javelin. Ranged Weapon Attack: +7 to hit, range 60/150ft., one target. Hit 11 (2d6 + 4) piercing damage.
Overpowering Strike (Recharge 5-6). The orc makes an overpowering strike against a creature within 5 feet. The target must make a DC 15 Strength saving throw. On a failure, it takes 26 (4d12) slashing damage and is knocked Prone. On a success, it instead takes half damage.
Bonus Actions
Thunderwrath Tattoo (1/day). Immediately after hitting with a ranged attack, the orc unleashes the elemental fury imbued into its ancestral tattoo. It casts Shatter (3rd) centered on the creature it hit with a DC of 13.
War-Cry of the Chillheart (1/day). Once bloodied, the orc releases a heart-chilling howl. Each non-orc creature within 60 feet must make a DC 15 Wisdom save or become Frightened (save ends at end of turn).
Intimidate (1/day). The orc chooses a target that can hear them within 60 ft. The target must make a contested Insight check against the orc's Intimidation. On a failure, the target is Frightened of the orc for 1 minute (save ends at end of turn). While Frightened in this way, attacks made against the target have advantage.
Legendary Actions (3)
Charge. The orc moves up to half its speed and makes an Wicked Greataxe attack.
Recharge. The orc uses or attempts to recharge one of its Recharge abilities. It can't take this action again until the start of its next turn.
Replenish. The orc gains 5 temporary hitpoints. It can't take this action again until the start of its next turn.
Orc NPC Statblocks
Want a more nuanced orc? Use these NPC variants to represent spiritual leaders, war-scarred veterans, or pragmatic allies.
These are suggested humanoid NPC statblocks that work well when re-skinned or customized as orcs. The Foe Foundry Generator makes it dead-simple to generate any NPC as an Orc, but for convenience some common Orc NPC variants are listed here.
Orc Berserker
An Orc Berserker is a classic variant of the humanoid Berserker. This is a good choice for an Orc NPC who embodies the raw, blood-fueled frenzy of orcish combat; great for frontline brutes.
Orc Berserker
Summoned with Foe FoundryMedium Humanoid (Orc, Berserker)
AC 15 (Berserker's Rage) Initiative +2 (12)
HP 45 (6d8 + 18)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 16 | +3 | +3 |
Dex | 14 | +2 | +2 |
Con | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
Int | 9 | -1 | -1 |
Wis | 8 | -1 | -1 |
Cha | 9 | -1 | -1 |
Skills Athletics +5
Immunities Frightened
Senses Passive Perception 9
Languages Common
CR 2 (450 XP; PB +2)
Traits
Reckless. At the start of their turn, the berserker can gain advantage on all melee weapon attack rolls made during this turn, but attack rolls against them have advantage until the start of their next turn.
Savage Momentum. When the berserker moves at least 20 ft in a straight line before hitting an enemy with a melee attack, it can choose to either knock the creature Prone or knock the creature back 10 feet.
Actions
Multiattack. The berserker makes two Greataxe attacks.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12 + 3) slashing damage.
Reactions
Relentless Endurance. When the berserker is reduced to 0 hit points, they can immediately make one melee attack as a reaction. If this attack hits, they regain 1 hit point.
Orc Druid
The Orc Druid is a Druid variant. Ideal for a spirit-binder or tribal guardian who communes with ancestor spirits and wields primal magic.
Orc Druid
Summoned with Foe FoundryMedium Humanoid (Orc, Druid)
AC 12 (Studded Leather Armor) Initiative +1 (11)
HP 45 (7d8 + 14)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 12 | +1 | +1 |
Dex | 12 | +1 | +1 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +1 |
Wis | 16 | +3 | +3 |
Cha | 11 | +0 | +0 |
Skills Nature +3, Medicine +5, Perception +5
Senses Passive Perception 15
Languages Common, Druidic, Sylvan
CR 2 (450 XP; PB +2)
Actions
Multiattack. The druid makes two Staff of the Wild attacks.
Staff of the Wild. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) bludgeoning damage and 3 (1d6) lightning damage.
Bestial Fury (Recharge 5-6). The druid temporarily transforms into a bestial form until the end of its turn and gains 10 hitpoints. While in the form, it claws at a nearby creature within 10 feet. The creature must make a DC 13 Dexterity saving throw. On a failure, the creature takes 17 (5d6) slashing damage and is pushed back 10 feet. On a success, it takes half damage instead.
Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
1/day each: EntangleÈ», Faerie FireÈ», Moonbeamc
Reactions
Empowering Tattoo (1/day). Immediately after hitting with an attack, the druid unleashes the empowering energy in its tatoo, casting Cure Wounds on a creature within 30 feet.
Orc Knight
The Orc Knight is a Knight variant and represents disciplined orcs who have mastered their rage and fight with tactical purpose.
Orc Knight
Summoned with Foe FoundryMedium Humanoid (Orc, Knight)
AC 18 (Plate Armor) Initiative +0 (10)
HP 65 (10d8 + 20)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Dex | 10 | +0 | +0 |
Con | 14 | +2 | +4 |
Mod | Save | ||
---|---|---|---|
Int | 10 | +0 | +0 |
Wis | 12 | +1 | +1 |
Cha | 14 | +2 | +2 |
Skills Athletics +6
Immunities Frightened
Senses Passive Perception 11
Languages Common
CR 3 (700 XP; PB +2)
Actions
Multiattack. The knight makes two Greatsword attacks. It may replace one attack with a use of its Stay in Formation.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage and 3 (1d6) radiant damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 4 slashing damage.
Stay in Formation (Recharge 5-6). The knight issues a command to all allied creatures within 30 feet. Creatures who can see or hear the knight can use their reaction to move up to half their speed without provoking opportunity attacks.
Bonus Actions
Bloodrage Blow (1/day). Immediately after the knight hits with a weapon attack, it may force the target to succeed on a DC 14 Constitution save or be Stunned until the end of the the knight's next turn.
Orc Priest
Orc Priest is a variant of the Priest and serves as a spiritual leader who interprets omens and channels divine wrath.
Orc Priest
Summoned with Foe FoundryMedium Humanoid (Orc, Priest)
AC 14 (Chain Shirt, Shield) Initiative +0 (10)
HP 45 (7d8 + 14)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 16 | +3 | +3 |
Dex | 10 | +0 | +0 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 10 | +0 | +0 |
Wis | 16 | +3 | +3 |
Cha | 10 | +0 | +0 |
Skills Religion +2, Medicine +5, Perception +5
Senses Passive Perception 15
Languages Common
CR 2 (450 XP; PB +2)
Actions
Multiattack. The priest makes two Mace attacks.
Mace. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) bludgeoning damage and 4 (1d8) radiant damage.
Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
1/day each: Cure Wounds, Detect Evil and Goodc, Lesser Restoration, Dispel Magic
Bonus Actions
Heroism (1/day). The priest inspires another friendly creature within 60 ft, granting it 10 temporary hit points. While those temporary hitpoints are active, the creature has advantage on saving throws and is immune to being frightened or charmed.
Reactions
Ancestral Guidance (1/day). When the priest fails a d20 test, it succeeds instead.
Orc Scout
The Orc Scout is a Scout variant and is ideal for stealthy orcs who serve as hunters, vanguard scouts, or brutal ambushers.
Orc Scout
Summoned with Foe FoundryMedium Humanoid (Orc, Scout)
AC 12 (Leather Armor) Initiative +4 (14)
HP 22 (4d8 + 4)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 12 | +1 | +1 |
Dex | 14 | +2 | +2 |
Con | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 10 | +0 | +0 |
Wis | 11 | +0 | +0 |
Cha | 10 | +0 | +0 |
Skills Stealth +4, Nature +2, Perception +2, Survival +2
Senses Passive Perception 12
Languages Common
CR 1/2 (100 XP; PB +2)
Actions
Multiattack. The scout makes two Longbow or Shortswords attacks.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600ft., one target. Hit 6 (1d8 + 2) piercing damage.
Shortswords. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) slashing damage.
Bonus Actions
Nimble Escape. The scout uses Disengage or Hide.
Reactions
Bloodrage Barrage (1/day). When the orc misses with a ranged attack, it can make another ranged attack at the same target using its reaction. The attack is made with advantage.
Orc Tough
Orc Tough is a variant of the Tough. A rugged, no-nonsense enforcer who relies on endurance and brute strength.
Orc Thug
Summoned with Foe FoundryMedium Humanoid (Orc, Thug)
AC 10 (Leather Armor) Initiative +0 (10)
HP 22 (4d8 + 4)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 14 | +2 | +2 |
Dex | 11 | +0 | +0 |
Con | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 9 | -1 | -1 |
Wis | 10 | +0 | +0 |
Cha | 10 | +0 | +0 |
Skills Intimidation +2
Senses Passive Perception 10
Languages Common
CR 1/2 (100 XP; PB +2)
Actions
Multiattack. The thug makes two Maul attacks. It may replace one attack with a use of its Fling Filth.
Maul. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d10 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100ft., one target. Hit 7 (1d10 + 2) piercing damage.
Fling Filth. The thug flings filth at a creature within 10 feet. The target must make a DC 10 Dexterity saving throw or be Blinded until the end of its next turn.
Orc Shock Infantry Veteran
The Orc Shock Infantry Veteran is a variant of the Shock Infantry Veteran. A seasoned orc soldier who has survived countless battles and earned respect through prowess.
Orc Shock Infantry Veteran
Summoned with Foe FoundryMedium Humanoid (Orc, Warrior)
AC 17 (Splint Armor) Initiative +3 (13)
HP 65 (10d8 + 20)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +6 |
Dex | 12 | +1 | +1 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 8 | -1 | -1 |
Wis | 12 | +1 | +1 |
Cha | 8 | -1 | -1 |
Skills Athletics +6, Perception +3
Senses Passive Perception 13
Languages Common
CR 3 (700 XP; PB +2)
Actions
Multiattack. The warrior makes two Greataxe or Crossbow attacks.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d12 + 4) slashing damage.
Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400ft., one target. Hit 9 (1d10 + 4) piercing damage.
Overpowering Strike (Recharge 5-6). The warrior makes an overpowering strike against a creature within 5 feet. The target must make a DC 14 Strength saving throw. On a failure, it takes 26 (4d12) slashing damage and is knocked Prone. On a success, it instead takes half damage.
Reactions
Bloodrage Endurance. When the warrior is reduced to 0 hit points, they can immediately make one melee attack as a reaction. If this attack hits, they regain 1 hit point.
Orc Encounter Ideas
These open-ended encounters are designed as open-ended, table-ready situations you can drop immediately into your sessions. Each one is packed with flavor, tensions, or unexpected twists and is more than just "Orcs Attack!".
- While traveling on a trade road, the PCs encounter a merchant caravan protected by Thugs that is under siege by Orc Soldiers and Orc Reavers. The orcs are incensed the thugs refused to pay the tribute to enter their ancestral lands, but promise to let the PCs pass unscathed if they pay the tithe. The guards, however, beg the PCs to intervene on their behalf. Unbeknownst to the players, the caravan is smuggling illicit goods.
- The PCs stumble into a group of young Orc Soldiers who are attempting an ancient ritual to awaken the latent demonic power of their bloodrage. As the orcs ceremonially pass through fire, the ritual goes wrong. Everyone's shadows (the Orcs and the PCs) writhe and animate as Shadows that lash out indiscriminately. Then, the flames burn brightly as a Vrock appears, summoned by the ancient ritual.
- Two Orc Warchiefs are dueling in a sacred circle, surrounded by their chanting retinue of Orc Hardened Ones. The winner will lead both tribes to a glorious future. One warchief accuses the other of betrayal for inviting the PCs, who are clearly assassins or mercenaries.
- The PCs pass through the remains of an ancient battlefield where an ancient Orc legend is said to have slain 100 foes before being slain. An Orc Bloodrite Elder Shaman and her retinue of Orc Reavers are busy conducting a ritual to speak with the hero of legend, and don't take kindly to the PCs interrupting.
Orc Adventure Ideas
Looking to build a multi-session arc around orcs? These open-ended adventure hooks explore politics, prophecy, blood feuds, and broken pacts.
- A mighty Orc Warchief of the Bloody Fang is gathering all the orcs in the surrounding region under his Crimson Banner. So far, he has gathered 1d4 of the 5 clans under his sway. The chieftain must be dealt with somehow before the warbands unify, or it spells certain doom for the surrounding region.
- An orc warband, led by an Orc Bloodrite Shaman, are making a pilgrimage to an ancient site of significance to their ancestral spirits. Though the orcs are peaceful, the locals are suspicious and want the party to "deal with them".
- A well-respected Orc Warchief of the Bloody Fang is dying and insists on a ritual trial to choose between two rival successors (Orc Warchiefs). The chief has invited the PCs, who are known for their great strength, to serve as judges to adjudicate. One candidate seeks aggressive expansion of the clan, while the other wishes to focus on internal matters.
- A grizzled Orc Bloodrite Elder Shaman has had a vision and believes that the curse of the bloodrage on his clan can be broken, if only the Balor who the ancestors made a pact with can be forced into breaking the pact. The shaman has located a relic that can be used to summon the foul demon and asks the party for help, offering ancient armaments under his care as a reward.
Orc Bossfight Ideas
Looking to create a memorable Orc bossfight? Look no further than the Orc Warchief of the Bloody Fang. The warchief should be surrounded by an elite retinue of Orc Hardened Ones and advised by one or more Orc Bloodrite Shamans and have a squad of Orc Reavers at his disposal. The warchief should delight in the challenge of facing the PCs and should eagerly challenge the melee combatants to honorable duels. If a duel breaks out, the hardened one bodyguards should engage other PCs to protect the sanctity of the duel. If the PCs are trying to kite the boss or attack dishonorably from a distance, then one or more of the hardened one bodyguards should be available to use Protection while the rest of the orcs angrily charge the rear line to eliminate the threat.