Orc

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Orc

Orc Statblocks

Orc Soldier

Orc Soldier

Summoned with Foe Foundry

Small Humanoid (Orc)

AC 13 (Hide Armor) Initiative +0 (10)

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.

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

Bonus Actions

Bloodrage Blow (Recharge 6). Immediately after the orc hits with a weapon attack, it may force the target to succeed on a DC 13 Constitution save or be Stunned until the end of the the orc's next turn.

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Orc Reaver

Orc Reaver

Summoned with Foe Foundry

Small Humanoid (Orc)

AC 13 (Hide Armor) Initiative +0 (10)

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)

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

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.

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Orc Hardened One

Orc Hardened One

Summoned with Foe Foundry

Small Humanoid (Orc)

AC 18 (Plate Armor) Initiative +0 (10)

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)

Traits

Mortal Vow. The orc has sworn a sacred vow. If the vow is threatened or violated by an enemy, the orc immediately gains 20 temp hp and takes an additional turn after the current turn ends.

Savage Momentum. When the orc 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 orc makes two Wicked Greataxe or Javelin attacks.

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.

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 centered on the creature it hit with a DC of 12.

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.

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Orc Bloodrite Shaman

Orc Bloodrite Shaman

Summoned with Foe Foundry

Small Humanoid (Orc)

AC 14 (Arcane Armor) Initiative +0 (10)

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)

Traits

Indirect Fire. The orc can perform its ranged attacks indirectly, such as by arcing or curving shots. It ignores half and three-quarters cover. These attacks are often unexpected. If it makes a ranged attack against a creature with half or three-quarters cover that is not yet aware of this ability, the attack is made at advantage. Any creature that can see the attack occuring is then aware of this ability.

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: EntangleÈ», Faerie FireÈ», Bestow Cursec, Sleet Stormc

Bonus Actions

Earthbind Totem (1/day). The orc creates a Earthbind Totem Token (AC/DC 10, 3 Charges) in an unoccupied space within 5 feet. Whenever a creature ends its turn within 30 feet of the the totem it must make a DC 10 Strength save or become Restrained (save ends end of turn).

Reactions

Overwatch (Recharge 4-6). When a hostile creature within 60 feet of the orc moves and the orc can see that movement, it can make a ranged attack against the target.

Summon your own Orc Bloodrite Shaman

Orc Bloodrite Elder Shaman

Orc Bloodrite Elder Shaman

Summoned with Foe Foundry

Small Humanoid (Orc)

AC 15 (Arcane Armor) Initiative +0 (10)

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.

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.

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.

Reactions

Overwatch (Recharge 4-6). When a hostile creature within 60 feet of the orc moves and the orc can see that movement, it can make a ranged attack against the target.


Orc Bloodletter

Orc Bloodletter

Summoned with Foe Foundry

Small Humanoid (Orc)

AC 16 (Studded Leather Armor) Initiative +0 (10)

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.

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Orc Warchief

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 11 +0 +2
Cha 13 +1 +1

Skills Intimidation +3

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

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.

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 Bloodied Fang (1/day). All bloodied Orcs within 30 feet gain 5 temporary hit points.

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.

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Orc Warchief of the Bloody Fang

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 Stay in Formation.

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.

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 10 temporary hit points.

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.

Legendary Actions (3)

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

Replenish. The orc gains 5 temporary hitpoints. It can't take this action again until the start of its next turn.

Stay in Formation. The orc uses or attempts to recharge its Stay in Formation ability. It can't take this action again until the start of its next turn.