Orcs

Humanoids #

Orcs #

Every Orc has the following ability:

Dangerous: While unstaggered (or for mooks, while half or more of the group is up), Orcs treat every enemy as Vulnerable.


Orc Warrior #

1st Level Troop, Medium Initiative
Brave, Targets most threatening

AC 16
PD 14
MD 13
HP 28

Oblong Sword (Melee, +6 vs AC)

Hit: 4 damage.


Dangerous


Orc Berserker #

2nd Level Troop, Fast Initiative
Reckless, Targets most recent

AC 17
PD 14
MD 15
HP 44

Greataxe (Melee, +7 vs AC)

Hit: 6 damage.


Unstoppable: When the Orc Berserker drops to 0 HP for the first time in an encounter, they have their HP set to 2d6.

Dangerous


Orc Shaman #

2nd Level Leader, Medium Initiative
Cautious, Targets most threatening

AC 17
PD 15
MD 16
HP 30

Staff (Melee, +6 vs AC)

Hit: 4 damage.

Invoke Weakness (Spell, +7 vs MD, 1d3 targets)

Hit: 2 psychic damage. Until the start of the Orc Shaman’s next turn, all Orcs treat the target as Softened to melee attacks.


Dangerous


Orc Legionnaire #

4th Level Troop, Fast Initiative
Brave, Targets most threatening

AC 19
PD 17
MD 16
HP 52

Longsword (Melee, +9 vs AC)

Hit: 7 damage.

Miss: 3 damage.

Natural Even Hit or Miss: As Hit or Miss, and the Orc Legionnaire may use Shove as a Quick action this turn.

Natural Odd Hit or Miss: As Hit or Miss, and the Orc Legionnaire deals 1d6 damage in addition to any hit or miss damage.

Shove (Melee, +9 vs PD)

Hit: 3 damage, and the Orc Legionnaire pops off of the target.

Javelin (Ranged, Provokes, +9 vs AC)

Hit: 8 damage.


Dangerous


Orc Champion #

5th Level Wrecker, Fast Initiative
Volatile, Targets most threatening

AC 19
PD 17
MD 16
HP 80

Greataxe (Melee, +10 vs AC)

Hit: 14 damage.

Natural Even Miss: 6 damage.

Javelin (Ranged, Provokes, +10 vs AC)

Hit: 14 damage.


Rage: When escalation is even, add 1d4 to the natural result of the Orc Champion’s attacks.


Dangerous


Orc Berserkers #

7th Level Mook, Fast Initiative
Reckless, Targets most recent

AC 21
PD 19
MD 18
HP 36 (mook)
4 Mooks

Greataxe (Melee, +12 vs AC)

Hit: 9 damage.


Dying Rage: An Orc Berserker who dies may make a final attack as a free action.

Dangerous


Orc Commander #

8th Level Leader, Medium Initiative
Brave, Targets most threatening

AC 23
PD 20
MD 21
HP 140

Commander’s Axe (Melee, +13 vs AC, 2 attacks)

Hit: 14 damage.

Natural Even Hit: As Hit, and one nearby mook of equal or lower level may attack as a free action.

Javelin (Ranged, Provokes, +12 vs AC)

Hit: 25 damage.

Natural Even Hit: As Hit, and one nearby ally may pop off all engaged enemies.

Orcish Command: When any ally scores a critical hit, they may roll a save against one save ends effect or heal an amount equal to their level.


Dangerous


Orc Myrmidon #

8th Level Troop, Medium Initiative
Brave, Targets most threatening

AC 23
PD 22
MD 20
HP 148

Double Axe (Melee, +13 vs AC)

Hit: 32 damage.

First Natural 11+ in the Turn: Make another Double Axe attack as a free action.

Jagged Pilum (Ranged, Provokes, +13 vs AC)

Hit: 25 damage and 5 ongoing damage.

Special: While the target is taking ongoing damage from this attack, attacks from orcs against the target gain 1 Advantage.


Dangerous


Orc Divine Legion #

10th Level Mook, Fast Initiative
Cautious, Defender

AC 25
PD 23
MD 22
HP 46 (mook)
5 Mooks

Double Axe (Melee, +15 vs AC)

Hit: 10 damage.

First Natural 11+ in the Turn: Make another Double Axe attack as a free action.

Jagged Pilum (Ranged, Provokes, +15 vs AC)

Hit: 10 damage.

Natural 13+ Hit: As Hit, and also 5 ongoing damage.


Dangerous


Orcish Avatar #

12th Level Leader, Medium Initiative
Double-Strength
Cautious, Targets least threatening

AC 27
PD 25
MD 25
HP 700

Avatar’s Blade (Melee, +17 vs AC, 3 attacks)

Hit: 50 damage.

Miss: 20 damage. If this is the third time the target has been missed by the Orcish Avatar this turn, they count as Softened to all orcs until the start of the Orcish Avatar’s next turn.


Spend 2 Threat: The Orcish Avatar may use Avatar’s Warcry this turn.

Avatar’s Warcry (Ranged, Provokes, +17 vs MD, all nearby enemies)

Hit: 50 psychic damage.

Natural 13+ Hit: As Hit, and the target is Stunned until the start of the Orcish Avatar’s next turn.

Miss: 25 psychic damage.


Hope of All Orcs: The Dangerous effect of any orcs in the encounter is always on while the Orcish Avatar is in the encounter.

Dangerous