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:

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 Foundry

Small 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 10 +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.

Javelin. Ranged Weapon Attack: +5 to hit, range 30/120ft., one target. Hit 6 (1d6 + 3) piercing damage.

Bonus Actions

Lunge (1/day). The orc uses Dash and can make its next attack with advantage and an additional 5 feet of reach.

Reactions

Relentless 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.

Summon your own Orc Soldier

An armored orc soldier engaged in combat. Ideal for a frontline orc statblock in 5E

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 Foundry

Small 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 9 -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)

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.

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.

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.

Summon your own Orc Reaver

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 Foundry

Small 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 Intimidation +3

Senses Darkvision 60 ft., Passive Perception 10

Languages Common, Orc

CR 2 (450 XP; PB +2)

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

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.

Reactions

Protection. When an ally within 5 feet is targeted by an attack or spell, the orc can make themselves the intended target of the attack or spell instead.

Summon your own Orc Hardened One

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 Foundry

Small 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.

Spellcasting. The orc casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

1/day each: EntangleȻ, Faerie FireȻ, Bestow Cursec, Sleet Stormc

Bonus Actions

Windfury Totem (1/day). The orc creates a Windfury Totem Token (AC/DC 10, 3 Charges) in an unoccupied space within 5 feet. Friendly creatures in a 30 foot emanation gain an extra attack.

Reactions

Arrow Ward. After being hit by a ranged attack, the orc gains +5 AC against ranged attacks until the beginning of its next turn.

Summon your own Orc Bloodrite Shaman

An Orc shaman cloaked in ritual bones and charms, channeling spiritual magic. Perfect for a spellcasting orc support

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 Foundry

Small 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 Insight +6, Medicine +6, 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.

Spellcasting. The orc casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):

1/day each: EntangleȻ, Faerie FireȻ, Bestow Cursec, Call Lightningc, Blight

Bonus Actions

Windfury Totem (1/day). The orc creates a Windfury Totem Token (AC/DC 11, 3 Charges) in an unoccupied space within 5 feet. Friendly creatures in a 30 foot emanation gain an extra attack.

Encouragement (3/day). The orc encourages another creature within 60 feet. The chosen creature gains 15 temporary hitpoints and may repeat a saving throw against any negative condition affecting them, ending that condition on a success.

Reactions

Overwatch (Recharge 4-6). When a hostile creature within 30 feet of the orc moves and the orc can see that movement, it can make a ranged attack against the target.

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 Foundry

Small 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 Stealth +6, Intimidation +3

Senses Darkvision 60 ft., Passive Perception 11

Languages Common, Orc

CR 4 (1,100 XP; PB +2)

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.

Black Bow. Ranged Weapon Attack: +6 to hit, range 80/320ft., one target. Hit 7 (1d6 + 4) piercing damage and 7 (2d6) poison damage.

Bonus Actions

Vanish. The orc can hide as a bonus action even if only lightly obscured.

Reactions

Ancestral Guidance (1/day). When the orc fails a d20 test, it succeeds instead.

Summon your own Orc Bloodletter

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 Foundry

Small 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 12 +1 +3
Cha 13 +1 +1

Skills Intimidation +3

Senses Darkvision 60 ft., Passive Perception 11

Languages Common, Orc

CR 4 (1,100 XP; PB +2)

Actions

Multiattack. The orc makes two Wicked Greataxe or Javelin attacks. It may replace one attack with a use of its Stay in Formation.

Wicked Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 17 (2d12 + 4) slashing damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 4 slashing damage.

Javelin. Ranged Weapon Attack: +6 to hit, range 30/120ft., one target. Hit 14 (3d6 + 4) piercing damage.

Stay in Formation (Recharge 5-6). The orc issues a command to all allied creatures within 30 feet. Creatures who can see or hear the orc can use their reaction to move up to half their speed without provoking opportunity attacks.

Bonus Actions

War-Cry of the Bloodied Fang (1/day). All bloodied Orcs within 30 feet gain 5 temporary hit points.

Summon your own Orc Warchief

A proud and commanding orc warchief. A powerful orc boss monster or warband leader

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 Foundry

Small 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 13 +1 +4
Cha 14 +2 +2

Skills Intimidation +5

Senses Darkvision 60 ft., Passive Perception 11

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. It may replace one attack with a use of its Command the Attack.

Wicked Greataxe. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 10 (1d12 + 4) slashing damage. On a hit, the target must make a DC 13 Constitution saving throw or be Dazed. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions. A creature that is immune to being Stunned cannot be Dazed

Javelin. Ranged Weapon Attack: +7 to hit, range 60/150ft., one target. Hit 11 (2d6 + 4) piercing damage.

Command the Attack (Recharge 5-6). The orc issues a command to all allied creatures within 30 feet. Creatures who can see or hear the orc can use their reaction to make a single weapon attack with advantage.

Bonus Actions

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).

Reactions

Relentless 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.

Legendary Actions (3)

Charge. The orc moves up to half its speed and makes an Wicked Greataxe attack.

Command the Attack. The orc uses or attempts to recharge its Command the Attack ability. 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 Foundry

Medium 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

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.

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 Foundry

Medium 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: EntangleȻ, Faerie FireȻ, Moonbeamc

Reactions

Ancestral Guidance (1/day). When the druid fails a d20 test, it succeeds instead.

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 Foundry

Medium 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

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 Rally the Troops.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage and 3 (1d6) radiant damage.

Overpowering Strike (Recharge 5-6). The knight 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.

Rally the Troops (Recharge 5-6). The knight rallies all friendly creatures within 60 feet, granting them 5 temporary hit points.

Orc Priest

Orc Priest is a variant of the Priest and serves as a spiritual leader who interprets omens and channels divine wrath.

Priest

Summoned with Foe Foundry

Medium Humanoid (Priest)

AC 15 (Chain Shirt, Shield) Initiative +0 (10)

HP 45 (7d8 + 14)

Speed 30 ft.

Mod Save
Str 14 +2 +2
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 2 (1d4) 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

Empowering Tattoo (1/day). Immediately after hitting with an attack, the priest unleashes the empowering energy in its tatoo, casting Cure Wounds on a creature within 30 feet.

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 Foundry

Medium 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 Acrobatics +4, 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 5 (1d6 + 2) slashing damage.

Reactions

Nimble Reaction (Recharge 4-6). When the scout is the only target of a melee attack, they can move up to half their speed without provoking opportunity attacks. If this movement leaves the scout outside the attacking creature's reach, then the attack misses.

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 Foundry

Medium 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)

Traits

Pack Tactics. The thug has advantage on attack rolls against a target if at least one of the thug's allies is within 5 feet and isn't incapacitated.

Actions

Multiattack. The thug makes two Maul attacks.

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.

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 Foundry

Medium 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 13 +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 Greatsword or Crossbow attacks.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 14 (3d6 + 4) slashing damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 4 slashing damage.

Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400ft., one target. Hit 9 (1d10 + 4) piercing damage.


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.