Orc

A 6’ 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 40’
Attacks 1 (0) @ weapon (1d6 or by weapon)
Alignment Chaotic
Save 12 (1)
Morale 6 (8 with leader)
  • 90’ 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

Higher-Level Orcs
HD HP AC Atk Mod Damage
2 9 14 +1 weapon+1
3 13 15 +2 weapon+2
4 18 15 +3 weapon+2