Rounding out our new orcs from previous, these three new monsters are from specific tribes with distinct cultures from the usual orc fare.
Orc Flame of Kossuth
The orcs of the Burning Daggers worship Kossuth, god of flame, and their priest class predictably has a much more pyrotechnic bent than your garden variety orcs. His fog cloud is a billowing white campfire smoke, and his darkness is an impenetrable black cloud of ash.
Armor Class: 15 (hide armor, shield)
Hit Points: 45 (6d8+18)
Speed: 30 ft.
STR: 16(+3)
DEX: 12(+1)
CON: 16(+3)
INT: 9(-1)
WIS: 13(+1)
CHA: 12(+1)
Skills: Intimidation +3, Religion +1
Senses: Darkvision 60 ft., passive Perception 11
Languages: Common, Orc
Challenge: 2 (450 XP)
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Gruumsh’s Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).
Spellcasting. The orc is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The orc has the following sorcerer spells prepared:
Cantrips (at will): dancing lights, fire bolt, light
1st level (4 slots): burning hands, fog cloud
2nd level (2 slots): darkness, scorching ray
Actions:
Spear. Melee or ranged weapon attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6+1d8+3) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack.
Orc Legionary of Bane
The Fire Giant Steinar, one of the faithful of Bane, god of oppression, united the orc tribes of Thar for a decade to make war upon the Frost Giants of the Galena Mountains. This ultimately didn’t go well for Steinar, and the frost giants slew him and shattered his armies, driving them back into Thar. Most of the orcs returned to the old ways of Gruumsh immediately, but the Bloody Hands still cling to the ways of Bane. It’s been an orc generation since Steinar’s defeat and most of the Bloody Hands are now comprised of young warriors who never fought under Steinar, and whose adherence to the discipline of Bane is mostly nominal, but there remain a few old veterans yet, and some of these have taken on apprentices to pass on the fighting doctrine of Bane to a new generation. Unfortunately for the Bloody Hands, none of these old veterans has the inclination towards imposing the order of Bane upon the tribe as Steinar did, and forging them into a legion once more – not yet, anyway.
Armor Class: 18 (chain mail, shield)
Hit Points: 45 (6d8+18)
Speed: 30 ft.
STR: 16(+3)
DEX: 12(+1)
CON: 16(+3)
INT: 8(-1)
WIS: 12(+1)
CHA: 10(+0)
Saving Throws: Con +6
Skills: Athletics +6, Intimidation +3, Perception +4
Senses: darkvision 60 ft., passive Perception 14
Languages: Common, Giant, Orc
Challenge: 2 (450 XP)
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Gruumsh’s Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).
Actions:
Multiattack. The orc legionary of Bane makes two attacks with his pike, his longbow, or his falchion.
Pike. Melee weapon attack: +6 to hit, reach 10 ft., one target. Hit: 13 (1d10+1d8+3) piercing damage.
Falchion. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d4+1d8+3) slashing damage.
Longbow. Ranged weapon attack: +4 to hit, range 150/600 ft., one target. Hit: 10 (2d8+1) damage.
Orc Knight of Bane
When the fire giant Steinar imposed the will of Bane onto Thar, he elevated the wolf cavalry of the orcs to a noble class. When Steinar fell, the wolf riding orcs were, for the most part, demoted back to being the local chieftain’s favorites. However, amongst the orcs of the Bloody Hands who still worship Bane, their status remains.
Armor Class: 18 (plate armor)
Hit Points: 60 (8d8+24)
Speed: 30 ft.
STR: 18(+4)
DEX: 12(+1)
CON: 17(+3)
INT: 7(-2)
WIS: 12(+1)
CHA: 12(+1)
Saving Throws: Con +7
Skills: Athletics +7, Intimidation +4, Perception +4
Senses: darkvision 60 ft., passive Perception 14
Languages: Common, Orc, Giant
Challenge: 4 (1,100 XP)
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Gruumsh’s Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).
Mounted Charge. If the orc knight of Bane’s mount moved at least ten feet on its previous turn, the orc knight of Bane’s first melee attack of this turn deals +5 damage.
Wolf Rider. When riding a dire wolf as a mount, the orc knight of Bane can force any attack targeting him to target his mount instead, and has advantage on any attack rolls targeting an unmounted creature of smaller size than his mount.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the orc knight of Bane can utter a special command or warning whenever a nonhostile creature that is not itself, that it can see, and that is within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the orc knight of Bane. A creature can benefit from only one Leadership die at a time. This effect ends if the orc knight of Bane is incapacitated.
Actions:
Multiattack. The orc knight of Bane makes two attacks with his falchion or his lance.
Lance. Melee weapon attack: +7 to hit, reach 10 ft., disadvantage at 5 ft., one target. Hit: 15 (1d12+1d8+4) piercing damage.
Falchion. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d4+1d8+4) slashing damage.
Special mention to the Orc Spearfighter, who comes to us from the Xul-Jurak tribe and is just an orc with a spear and shield instead of a greataxe and javelin. +2 AC, -3 damage, piercing instead of slashing damage, and that’s it. Likewise for the Orc Berserker, who is the berserker from Appendix B but with the Aggressive and Gruumsh’s Fury traits added. An extra 1d8 damage would, in many cases, be enough to increase the Challenge level of a low-level monster, but it so happens that it boosts the Berserker from bottom of the Challenge 1 damage range to the top of the Challenge 1 damage range (if you’re wondering why the Berserker is Challenge 2 when he has Challenge 1 damage, it’s because of his high attack bonus).
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