Orc



PLACEHOLDER
Orc Orc Chieftain
Climate/Terrain Any Mountain Any Mountain
% in Lair 30% 55%
Frequency Common Uncommon
Organisation Tribe Tribe
Activity Cycle Nocturnal Nocturnal
Diet Omnivorous Omnivorous
Intelligence Low (7) Above-average (12)
Alignment Neutral Evil Neutral Evil
Languages Goblin Goblin
No. Appearing 2-16 (2d8)
+1 per 50 orcs
Armour Class 14+2 16+2
Hit-Points 9 14
Stamina 29 45
Thresholds 14, 7, 0 23, 12, 0
Movement 30, Cl 15 30, Cl 15
No. of Attacks 1 2
Attack/Damage +2 (weapon) +3 (weapon)
Special Attack Nil Nil
Special Defences Nil Nil
Magic Resistance Nil Nil
Size M (5-6 ft. tall) M (6 ft. tall)
Morale Steady (12) Veteran (14)
Treasure ?
XP Value 16 30

Combat

Orckind is a cruel and bloodthirty race, and the numerous, sundry tribes wage constant war, both against other races, and amongst themselves. Though usually ill-disiplined and prone to infighting, under sufficient leadership an orc warband can prove a formidable adversary.

Though they favour axes, falchions, and halberds when in mêlée, orcs will happily make use of any weapons, whether of their own manufacture or otherwise. Due to their great strength, orcs can span heavy crossbows without aid of winch or lever. In addition to whichever primary arms, all orcs carry 1d3 knives/daggers of various types, with seaxes being most common.

Orcs hate the sun, for it hurts their sensitive eyes. Thus, they fight with a -1 penalty to their attack rolls when in direct sunlight, and likewise their morale-rating decreases by 1. Conversely, due their subterranean lifestyle, orcs can see very well in near-total darkness, and thus have darkvision up to 60 feet.

Habitat/Society

TBA

Ecology

Orcs living in remote places subsist on wild-game and mushrooms. Those living nearer to civilisation supplement their diet with the flesh of stolen livestock, along with that of the farmers themselves, and other hapless travellers. The consider the flesh of pious people especially delicious.

Orc Chieftain

In orcish society, only the strongest and most cunning rise to the top, killing potentional rivals and using croneys to enforce petty despotism. To this end, a chieftain maintains a bodyguard of 1d4 enforcers. These enforcers have an armour-class of 16+2, and veteran morale (14), but otherwise use normal orc stats. All orcs within a ten foot radius of their chieftain recieve +1 to morale. It being their wont to plunder and repurpose dwarven mines, an orc chieftain has a 20% chance of owning a +1 weapon.

Saving Throws

Save Orc Orc Chieftain
Death and Poison 11 10
Rod, Staff, or Wand 16 15
Paralysis/Petrification 14 12
Breath Weapon 13 12
Spell 16 14