Orc
A 6β tall humanoid with gray-to-green skin, a low forehead, reddish eyes, pointed ears, a snout-like nose, and a pair of tusk-like teeth protruding up from the lower jaw. Typically considered aggressive and brutish.
| Hit Dice | 1 (4hp) |
| Armor Class | 13 (studded leather) |
| Movement | 40β |
| Attacks | 1 (0) @ weapon (1d6 or by weapon) |
| Alignment | Chaotic |
| Save | 12 (1) |
| Morale | 6 (8 with leader) |
- 90β infravision
- -1 to attack in full daylight
- -1 morale when facing larger or stronger-looking creatures.
- Typically armed with an axe, club, polearm, spear, sword, or crossbow and dagger.
Accompaniment
Based on the number of orcs found together, they may be accompanied by other, larger creatures.
- For every 4 orcs, one of them is a leader with 8 hp and a weapon that deals 1d8 damage.
- For every 10 orcs, there is a 20% chance that they are accompanied by 1d2 orgol.
- For every 25 orcs, there is a 20% chance that they are accompanied by an ogre.
- For every 100 orcs, one is either a shaman (priest of up to 5th level) or a witch doctor (mage of up to 4th level).
- For every 150 orcs, one is a subchief and 3d6 are their guards.
- Each lair has a 10% chance of containing a troll.
- Each tribe is ruled by a HD4 chieftain who deals +2 damage.
- They are protected by 5d6 HD3 bodyguards who deal +2 damage.
- Leaders, subchiefs, and bodyguards have 50% chance of dual wielding, carrying an additional weapon and gaining an additional attack with the offhand one at -1.
Tribes
Orcs live in tribes of 30-300.
- Each tribe has its own lair.
- Tribes in proximity will usually war with each other unless instructed otherwise by their respective chieftains.
At Higher Levels
| HD | HP | AC | Atk Mod | Damage |
|---|---|---|---|---|
| 2 | 9 | 14 | +1 | weapon+1 |
| 3 | 13 | 15 | +2 | weapon+2 |
| 4 | 18 | 15 | +3 | weapon+2 |