Orc Society and Warfare Explained
Orc Society and Warfare Explained
T
he orcs are a race of savage, muscle-bound Yet, in spite of their course and direct natures, orcs are
barbarians who live for the thrill of battle. deeply superstitious. They see signs and portents in every
Towering over many other races, their hulking strange occurrence, convinced these are messages from their
forms are a testament to their belief in brute gods. Any event that deviates from the norm—a sudden
strength as the highest virtue. Orc society is thunderclap, an unexpected solar eclipse—is taken as a divine
built around combat, and they are always omen. Likewise, those orcs who appear to harness the will of
eager to prove their might. This insatiable the gods, known as shamans, command enormous respect.
thirst for violence often leads to constant brawling among Their mysterious rituals and ability to channel supernatural
their own clans, turning their encampments into chaotic energies mark them as blessed figures who interpret the
battlegrounds. gods’ intentions for the tribe. Orcs flock to these shamans for
Despite their fractious nature, the orcs' relentless fighting guidance, trusting that each incantation or cryptic vision
spirit can be harnessed by powerful leaders who manage to shapes their destiny.
unite the clans under a single banner. These leaders, often While their society may appear to be in perpetual chaos, it
the most formidable and cunning of their kind, can forge is precisely this endless conflict that molds them into
disparate groups into mighty war hosts. When united, these formidable warriors. Strength is the sole currency in orcish
orcish armies become an unstoppable force, rivaling the culture, ensuring only the mightiest survive. Those who
military might of other, more organized races. ascend to leadership status emerge as titans of orcish power,
Orc weaponry reflects their brutal approach to warfare. backed by warriors hardened through ceaseless skirmishes.
Their weapons are crude and especially heavy, designed to Whether locked in a fierce clan brawl or marching in a
maximize the sheer force behind each strike. Regardless of unified war host, orcs exhibit a unique resilience in the face
the type—whether axe, polearm, or longbow—these weapons of defeat. Their chaotic nature—lacking rigid hierarchies and
are collectively known as "choppers." Orcs wield these bound by the rule of strength—allows them to rebuild quickly
cumbersome instruments with terrifying proficiency, their after even the most devastating losses. Rival factions step in
immense strength allowing them to deliver devastating to fill power vacuums, seasoned fighters return to the fore,
opening blows that can shatter enemy lines and send foes and shamans rally the survivors with renewed fervor,
fleeing in terror. ensuring that the orcs always stand ready to fight once more
for the glory of their gods.
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Orcish Forces 17
Table of Contents
Orc Shamans ............................................................17
Choppers 3 Orc Shaman, Lesser ...........................................................18
Orc Shaman ..........................................................................18
Chopper Weapon Trait .......................................................... 3 Orc Shaman, Greater ......................................................... 19
New Feat: Chopper Master ..................................................... 3
Savage Orc Shamans ............................................. 20
Orcish Magic Items 4 Savage Orc Shaman, Lesser .............................................21
Savage Orc Shaman ........................................................... 22
Axe of the Last War ................................................................4 Savage Orc Shaman, Greater ...........................................23
Big Kicking Boots ......................................................................4
The Big Smasher ...................................................................... 4 Orc Infantry .................................................................25
Gut Slasher .................................................................................5 Orc .......................................................................................... 25
Iron Gnashers ............................................................................ 5 Orc Brute ...............................................................................26
Seeking Chopper .......................................................................5 Orc Archer .............................................................................26
Spiteful Shield ........................................................................... 5 Orc Hole Puncher ................................................................27
Staff of Wild Weirding ..............................................................5 Savage Orc Infantry .............................................28
Sword of Screaming Insults ................................................... 6 Savage Orc ............................................................................29
Orc-Blessed Armour ................................................................. 6 Savage Orc Brute ................................................................ 29
Warclan's Horn ...........................................................................6 Savage Orc Archer .............................................................. 30
Savage Orcish Magic Items .............................. ...............................7 Savage Orc Striker ..............................................................31
Baleful Mask ...............................................................................7 Big Stabbers ................................................................... 32
Bonewood Staff ......................................................................... 7 Big Stabber ...........................................................................33
Frost Basher ...............................................................................7
Orcish War Paint .......................................................................8 Two-Creature Weapons Teams ................... 34
Pike of the Beast ........................................................................9 Two-Creature Weapon Rules ............................................ 34
Spike Spitter .............................................................................. 9 Two-Creature Weapon Attributes .....................................35
Zapper Wand ..............................................................................9 Iron Orcs ..........................................................................36
Iron Orc ................................................................................. 36
New Spells 10 Iron Orc, Crimson Spiller ..................................................37
Lore of Beasts ............................................................10 Iron Orc, Immortal ..............................................................38
Amber Spear ............................................................................10 Orc Bosses .......................................................................39
Aspect of the Beast .................................................................10 Orc Big Boss .........................................................................39
Bestial Spirit ............................................................................ 11 Iron Orc Boss ....................................................................... 40
Call of the Pack ....................................................................... 11 Orc Warboss .........................................................................41
Impenetrable Pelt ................................................................... 11 Iron Orc Warboss ................................................................ 42
Monstrous Transformation ................................................... 12 Iron Orc Mega Warboss .....................................................43
Primal Dominance ................................................................. 12 Savage Orc Bosses ...................................................44
Summon Flock ........................................................................12 Savage Orc Big Boss .......................................................... 45
Wild Surge ................................................................................13 Savage Orc Warboss ...........................................................45
Lore of Orcs .....................................................................15
Brain Burster ........................................................................... 15 ...................................................................46
Savage Idols ..................................................................
Brutal Glare ............................................................................. 15 Savage Idol ............................................................................47
Foot of The Gods .................................................................... 15 Greater Savage Idol ............................................................ 48
Here We Go! .............................................................................16 The Big 'Un ...........................................................................49
Mind Spike (Revised) ............................................................. 16 Rogue Shard .........................................................................50
Psychic Headbutt .................................................................... 16 Killgrim Ironfist ..................................................... 51
Savage Fists ............................................................................. 16 Killgrim Ironfist ................................................................... 52
Warzog ................................................................................53
Warzog ...................................................................................54
Ju-ju Squiggly Beast ............................................................ 55
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Choppers
Choppers are crude and hefty weapons favored by many
orcish clans. An orc's strength allows them to wield these
weapons with brutal efficiency, whereas many other species Attacks made with the weapon suffer disadvantage due to
would struggle to even lift them. Although they can deliver its hefty nature unless the creature wielding it has a
devastating blows, their bulky nature makes them Strength score of 13 or higher.
cumbersome to wield. Orcs refer to any weapon with these
traits as a chopper, whether a massive war maul or a mighty New Feat: Chopper Master
longbow requiring tremendous strength to draw. Prerequisite: Strength 13 or higher
You've mastered the savage art of wielding choppers and
Chopper Weapon Trait their weight now helps rather than hinders you. You gain the
Any weapon can have the Chopper trait added to it, which following benefits:
grants it the following features: Increase your Strength score by 1, to a maximum of 20.
If it has the Finesse or Thrown properties, it loses them. When you make an attack for the first time on your turn
When a creature makes an attack for the first time on its with a Chopper weapon, you get a +1 bonus to the attack
turn with a Chopper weapon, it gets a -1 penalty on that instead of a -1 penalty.
attack roll and deals an extra 1d4 damage on a hit.
The weapon gains the Heavy trait, if it doesn't already
have it and, the weapon's weight is doubled. Choppers Art Credit
Orcish Lumberjack - Steve Prescott, Wizards of the Coast
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Orcish Magic Items
While orcs aren't known for their master craftsmanship, they
still find a way of getting their hands on magic items that Big Kicking Boots
reflect their brutal nature. These are generally items blessed Wondrous item, uncommon (requires attunement), 1,000gp
by their most powerful shamans, cobbled together from the These boots once belonged to a ferocious orc warlord
artifacts of other races, or simply infused with psychic known for knocking down any foe that crossed his path. He
emanations of their aggression. eventually met his match when he attempted to kick an
All of the magic weapons listed here have the "chopper" ancient dragon that blocked his way. After a blast of fire, only
trait, which is described on the last page of the document. his boots were left when the smoke cleared. It is said that his
might and stench still cling to them to this day.
Axe of the Last War When you make an attack for the first time on your turn, if
Weapon (greataxe chopper), rare (requires attunement), it is an unarmed strike, you gain a +1 bonus on the attack roll,
6,000gp and it deals an extra 1d4 damage on a hit. If the attack is a
A sacred object to orcs and a subject of prophecy. Any who shove, you gain a +1 bonus to your Strength (Athletics) check,
bring this axe into battle will find that the weapon becomes and if you win, you can push the creature back 5 feet and
more difficult to control as the conflict rages on. It is said that knock it prone.
one day, the mightiest orc warrior to have ever lived will take
up the weapon and begin a rampage that will cascade into a The Big Smasher
war that ends the world. Weapon (maul chopper), rare (requires attunement), 4,000 gp
Instead of dealing an extra 1d4 damage on a hit when you Originally stolen from a dwarven stronghold by orc
make your first attack each turn, this chopper deals an extra marauders, this weapon has since been modified by its new
1d8 damage. owners. The weapon is now spoken of with disdain and fear
When you roll initiative, you can choose to have the among dwarven kind, and many orc warriors wielding this
weapon gain a level of power whenever you take the attack weapon have broken through entire regiments of dwarf
action on your turn until combat ends. The weapon can gain soldiers.
a maximum of 3 levels of power. For each level of power, the While wielding this weapon, you can use your action to
weapon has, it gains a -1 penalty to attack rolls and deals an make a melee attack against each creature in a 15-foot cube
additional 1d8 damage on hit. originating from you, with a separate attack roll for each
While the weapon has any levels of power, you cannot be target. Each attack made this way suffers the chopper’s -1
disarmed of the weapon or drop it. penalty to attack rolls and deals an additional 1d4 damage on
a hit.
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Gut Slasher If you roll a 1, you gain no charges and must roll on the
Weapon (greataxe chopper), very rare (requires attunement), Miscast Table below to determine what kind of magical
16,000 gp backlash you suffer.
This black metal axe is dotted with permanent splatters of You can't roll for charges again until you spend a 10-minute
crimson and crude orcish talismans chained and bolted to its ritual with the staff, which you can do during a short or long
haft. All of these have been acquired over a long, violent rest.
existence. One who bears this weapon is filled with an urge While the staff has charges, you can expend charges as
for violence that propels them into battle faster than most though they were sorcery points, except they can't be
opponents can mount a proper defense. converted into spell slots.
You gain a +2 bonus to attack and damage rolls made with Miscast Table
this weapon. Additionally, during the first round of combat,
you can choose to take your turn on initiative count 22 1d6
Miscast Effect
instead of your normal initiative (losing ties). If you do, you
can only use your action to take the Attack action, making You surge with unstable power that can't be
attacks with this weapon on that turn, and you can't cast contained. You and each creature in a 15-foot-
spells during that turn. wide, 120-foot-long line originating from you
must succeed on a DC 15 Constitution saving
Iron Gnashers 1 throw or take 6d6 force damage and be knocked
Wondrous item, uncommon (requires attunement), 1,000gp prone. A creature that succeeds on its saving
Whenever this large metal jaw plate is donned, the wearer throw takes half as much damage and isn’t
is overcome with excessive bloodlust. knocked prone. You have disadvantage on the
While wearing this jaw plate, you can use a bonus action to saving throw.
make a melee weapon attack with it. It counts as a simple Sudden pulses of energy cause you to move
melee weapon with the chopper rule for you, and you add spastically and expel fountains of raw destruction.
your Strength modifier to the attack and damage rolls when For the next minute, you are incapacitated, and on
you attack with it. It deals 1d8 piercing damage on a hit, and each of your turns, you use your movement to
the attack scores a critical hit on a roll of 18-20. 2
travel in a random direction, determined by rolling
a d8. After moving, you spew energy in a 30-foot
Seeking Chopper cone in a direction of your choice. Each creature
Weapon (greataxe chopper), rare (requires attunement), in that area must make a DC 15 Dexterity saving
4,000gp throw, taking 3d12 force damage on a failed save,
This crudely made axe seems to bear its own murderous or half as much damage on a successful one.
cunning, able to nudge itself just enough to turn what would Your consciousness seeks to anchor itself to
be a failed strike into a bloody success. another. You and another willing creature you can
When you make the first attack on your turn, if you miss see within 60 feet are under the effects of the
and the attack was made with this weapon, you can reroll it. warding bond spell for the next hour. While under
You must use this new roll and you may only make attacks 3
this effect, you can speak telepathically to each
with this weapon for the rest of the turn. other. If the effect ends early or there are no
willing creatures within range, you take 6d8
Spiteful Shield psychic damage.
Armor (shield), uncommon (requires attunement), 1,000gp Your mind begins to split, unleashing agonizing
This round shield has a sharp snaggletooth mouth thoughts that tear apart all they touch. At the start
stretched across it in an unpleasant frown; any foes that of each of your turns, you and another creature of
fumble their attacks too close will regret their misstep your choice that you are aware of within 30 feet
While you wield this shield, whenever a creature within 5 4 of you must make DC 15 Intelligence saving
feet of you rolls a 1 on an attack roll, you can have the shield throws, taking 3d6 psychic damage on a failed
deal 4d8 piercing damage to that creature. save, or half as much damage on a successful one.
At the end of each of your turns, roll a d6; on a 1
Staff of Wild Weirding or 2, the effect ends.
Staff, very rare (requires attunement by a sorcerer), 2,400 gp
Created by an unorthodox and ambitious orc shaman Your mind is ravaged by chaotic magic, leading
obsessed with channeling destructive levels of primal magic you into a frenzied rampage. For the next 10
through himself, this battered, misshapen staff was his final 5
minutes, you are berserk (condition described on
the next page). Your Strength score becomes 20,
exploit. Those who use the staff to tap into the raw winds of and your staff deals an extra 3d6 force damage to
magic can only hope to be more fortunate than its creator. any target you hit with it.
While attuned to this staff, you can channel its power to
gather the winds of magic. This can be done as a bonus The staff becomes overloaded, and you gain 7
action or whenever you roll for initiative. When you do so, the 6 charges. The staff can't regain charges until the
staff gains 1d6 charges, which last for 1 minute or until you next dawn.
expend them.
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Warclan's Horn
Wondrous item, rare (requires attunement), 4,000gp
Sword of Screaming Insults Many orc bosses of the past owe their decisive victories not
Weapon (greatsword chopper), rare (requires attunement), to their cunning strategy or leadership but to a well-timed
4,000 gp blow of this horn that can rally even the most wary allies and
The sword bears a peculiar enchantment that causes the unsettle even the most emboldened foes.
user's voice to become as sharp as the blade, able to cut You can use an action to speak the horn's command word
down foes just as well. and blow the horn, which emits a sound audible up to 600
While wielding this sword, you can use an action to cast the feet away. When you do so, you can designate any number of
vicious mockery spell with it. The spell save DC is equal to 8 creatures within 100 feet of you. Each chosen creature can
+ your Proficiency Bonus + your Charisma modifier. end any conditions that are frightening them. Each other
Moreover, whenever you take the Attack action on your creature within 100 feet must make a DC 15 Wisdom saving
turn, you can cast a cantrip in place of one of your attacks throw or become frightened of you for the next minute. A
made with this weapon. frightened target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. The
Orc-Blessed Armour horn can't be used this way again until the next dawn.
Armor (plate), rare, 4,000 gp
This plate armor was made from sheets of metal hacked
off from various suits of enchanted armor that were taken
from a myriad of slain foes and welded together by orcish
magic. As burdensome as the armor is, it grants the wear the New Condition: Berserk
aggression and tenacity of the mightiest orc. Berserk creatures gain the following effects unless
While wearing this armor, you can use your bonus action to an ability states otherwise:
gain 5 temporary hit points, and you may move up to your The creature can only use its movement to
speed toward an enemy of your choice that you can see or move closer to an enemy it can see or hear.
hear. You must end this movement closer to the enemy than The creature can only use its action, bonus
when you started. action, and reaction to make melee attacks or
move closer to an enemy it can see or hear.
The creature can't maintain concentration on
spells or other effects.
Orchish Magic Items Art Credit The creature can't be frightened or charmed.
Half Orc, Half- - Kev Walker, Wizards of the Coast
Zurgo Helmsmasher - Aleksi Briclot, Wizards of the Coast
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Savage Orc Magic Items
If orcish craftsmanship is considered crude by the standards
of other races, the savage orcs' crafting abilities are simply
barbaric. Their items are carved from wood and bone or Bonewood Staff
ripped straight from the natural world. However, they carry a Staff (arcane or druidic focus), very rare
primal power the civilized races could never hope to harness. (requires attunement by a spellcaster), 6,000 gp
Through shamanistic rituals and raw belief in their power, Etched with a myriad of Orcish glyphs of war, this staff not
the orcs are able to infuse these crude items with savage only shields its wielder but also enables them to unleash
power beyond the comprehension of a logical mind. devastating magic while delivering bone-crushing blows with
All of the magic weapons listed here have the "chopper" its hefty form
trait, which is described on the last page of the document. This staff can be wielded as a magic quarterstaff that
Baleful Mask grants a +1 bonus to attack and damage rolls made with it.
Wondrous item, very rare, (requires attunement by a druid, While holding it, you gain a +1 bonus to Armor Class, saving
bard, sorcerer, warlock, or wizard), 16,000gp throws, and spell attack rolls.
This rough wooden visage, saturated with ancient power, In addition, whenever you cast a first or higher-level spell
once belonged to an orc prophet whose deeds have been lost while wielding this staff, you can make one attack with it as a
to time. Those who don this mask become infused with bonus action on each of your turns.
psionic energy, their eyes glowing green through its rough- Frost Basher
hewn sockets. With a mere glance, the wearer can unleash Weapon (greatclub chopper), uncommon (requires
bolts of disintegrating magic or crush the minds of their foes. attunement), 1,000 gp
This mask has 10 charges and regains 1d6 + 4 expended This translucent club of rough-hewn ice was chiseled from
charges daily at dawn. a massive glacier by the savage orcish tribe that dwells in its
While wearing it, you can use an action to expend 1 or shadow. Those struck by this weapon feel their blood begin to
more of its charges to cast one of the following spells from it freeze within their veins.
without any Verbal components, using your spell save DC and The weapon deals cold damage instead of bludgeoning
spellcasting ability modifier: brain burster (1 charge), brutal damage. When you make your first attack with this weapon
glare (2 charges) or psychic headbutt (4 charges). on your turn and hit a creature, it has disadvantage on the
When you cast a spell with the mask, you can spend 1 next weapon attack roll it makes before the end of its next
additional charge to change the casting time to a Bonus turn. A creature immune to cold damage can't gain
Action for this casting. disadvantage this way.
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New Condition: Quickened
A quickened creature gains an additional action on
Orcish War Paint each of its turns. That action can be used only to
Wondrous item (tattoo), rare (requires attunement) 2,000 gp take the Attack (one weapon attack or unarmed
Inks are crafted by the most devoted orcish shamans, who strike only), Dash, Disengage, Hide, or Use an
believe that colors hold innate power and can enhance an orc Object action. The haste spell applies the
when applied to the body. So certain are these mystics of this quickened condition among its other effects, and a
truth that the tattoos they etch manifest real power. creature cannot benefit from the quickened
Tattoo Attunement. To attune to this item, you hold the condition from multiple sources at once.
needle to your skin where you want the tattoo to appear,
pressing the needle there throughout the attunement
process. When the attunement is complete, the needle turns
into the ink that becomes the tattoo, which appears on the
skin. Red War Paint
If your attunement to the tattoo ends, the tattoo vanishes, Symbol of speed and brutality (orcs believe that anything red
and the needle reappears in your space. moves faster).
Your Strength score becomes 19 while you wear this
Black War Paint tattoo. It has no effect if your Strength is already 19 or higher.
Symbol of resilience (orcs believe wearing black makes you Additionally, you have advantage on initiative rolls, and when
harder to kill). you roll initiative, you are quickened (condition described at
Your Constitution score becomes 19 while you wear this end of document) until the end of your next turn.
tattoo. It has no effect if your Constitution is already 19 or
higher. Additionally, whenever you regain hit points, treat any White War Paint
rolled dice as having rolled their maximum value. Symbol of death and fearlessness (orcs associate white with
the intent to kill).
Blue War Paint Your Wisdom score becomes 19 while you wear this tattoo.
Symbol of cunning and luck (orcs believe blue is the color of It has no effect if your Wisdom is already 19 or higher.
protection). Additionally, your weapon attacks score a critical hit on a roll
Your Intelligence score becomes 19 while you wear this of 18-20. If you score a critical hit on a creature that has 30
tattoo. It has no effect if your Intelligence is already 19 or hit points or fewer after taking the damage, it drops to 0 hit
higher. Additionally, you gain a +1 bonus to ability checks, points.
saving throws, and AC.
Yellow War Paint
Purple War Paint Symbol of wealth and power (orcs also believe yellow things
Symbol of stealth and invisibility (orcs claim that no one has make better explosions).
ever seen a purple orc). Your Charisma score becomes 19 while you wear this
Your Dexterity score becomes 19 while you wear this tattoo. It has no effect if your Charisma is already 19 or
tattoo. It has no effect if your Dexterity is already 19 or higher. Additionally, when you cast a spell of 1st level or
higher. Additionally, as an action, you can turn invisible until higher that can be upcast to deal additional damage dice
the end of your next turn or until you attack, deal damage, or (such as fireball or inflict wounds), you can increase the
force a creature to make a saving throw. spell’s effective level by 1.
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Pike of the Beast
Weapon (pike chopper), very rare (requires attunement),
3,000 gp
This pike has been wielded in countless great hunts
throughout the ages, felling myriad deadly beasts. Its staff is
adorned with numerous trophies—teeth, claws, and hides—
claimed from each conquest. The shaft constantly shifts with
primitive pictographs, revealing crude depictions of these
battles. Those who grasp this weapon become suffused with
the spiritual might of the fallen creatures.
At dawn each day, roll on the Beast Spirit table. The
weapon gains the corresponding effect until the next dawn.
Beast Spirit
d6 Spirit
Boar. When you hit a creature with your first weapon
1 attack on your turn using this weapon, the target is
knocked prone if it is Large or smaller.
Triceratops. When you hit a creature with your first
weapon attack on your turn, the target becomes Zapper Wand
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disrupted until the end of your next turn. While
disrupted, it can't gain the benefits of the Disengage or
Wand, uncommon (requires attunement by a Spellcaster),
Dodge action, and if it is within 10 feet of you, it has
1,000 gp
disadvantage on all attack rolls. This clunky, battered flint spike has been passed down for
generations from one savage shaman to the next. Those who
Rhino. When you hit a creature with your first melee wield this weathered wand find that their incantations gain a
weapon attack on your turn using this weapon, the powerful kickback.
3
target is impaled. An impaled target is grappled When you make a spell attack for the first time each turn
(escape DC 15). While impaling a creature, the weapon while holding this wand, you gain a -1 bonus on the attack
can't be used to attack other targets. If you release the roll, and it deals an extra 2d4 damage on a hit of the damage
weapon, the grapple ends. type dealt by the spell (if there are multiple damage types, you
Mammoth. When you make your first weapon attack on choose which).
your turn using this weapon, hit or miss, the target and
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each creature of your choice within 5 feet of it takes 5
thunder damage.
Tyrannosaurus. When you hit a creature with your first New Condition: Wounds
6 weapon attack on your turn using this weapon, you While most creatures are wounded in combat, in
inflict two wounds on the creature.
this context, the wound is a special form of injury
Wolf. When you hit a creature with your first weapon that causes severe bleeding over a short period of
attack on your turn, the target becomes exposed until time and only specialized attacks and effects can
2 the end of your next turn. While exposed, your allies cause wounds. A creature can suffer from multiple
have advantage on attack rolls against it if you are wounds at once and at the end of its turn, a
within 10 feet of you. wounded creature takes 2 (1d4) necrotic damage
for every wound it has sustained. Only creatures
with blood (or something equivalent to blood) can
Spike Spitter suffer wounds. Wounds can be removed in the
Weapon (longbow chopper), very rare (requires attunement), following ways:
2,000 gp
This heavy bow, fashioned from the horn of a titanic rhino, When a creature is healed, one wound is
channels the beast's raw power. If the wielder fires an arrow removed for every 5 hit points of healing it
while running, it will strike with the force of a charging receives.
behemoth. A creature can expend one use of a healer's kit
When you hit a creature with an attack using this weapon, to remove two wounds from itself or another
if you moved at least 20 feet straight toward the target creature.
immediately before making the attack, the attack deals an A wounded creature, or another creature within
extra 2d8 damage on a hit. 5 feet of it, can make a DC 10 Wisdom
(Medicine) check as an action to remove one
Savage Orc Magic Items Art Credit wound on a success. For every 5 points by
which the check exceeds the DC, an additional
Oggyar Battle-Seer - Karl Kopinski, Wizards of the Coast wound is removed.
Goblin War Paint - Karl Kopinski, Wizards of the Coast
Retributive Wand - Zezhou Chen, Wizards of the Coast
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New Spells
Lore of Beasts Aspect of the Beast
This brand of magic draws on the power of the wilds and the 4th-level transmutation
animals that inhabit them. Those who practice it avoid Casting Time: 1 bonus action
civilization and live hermitic lives in the savage and untamed Range: Touch
wilderness. Their magic harnesses the power of the beasts Components: V, S
they dwell alongside, often by summoning wild spirits or Duration: Concentration, Up to 1 hour.
unleashing the inner savagery of themselves and others to Classes: Druid, Ranger
transform them into primeval creatures. The following spells
are examples of the types of magic users of the Lore of Upon touching a willing creature, you imbue it with bestial
Beasts often wield. might. For the duration, the creature manifests a bestial
weapon of your choice from the list below. When it takes the
Amber Spear Attack action on its turn, it can make an additional attack
3rd-level evocation with the bestial weapon as part of that action. The weapon is
Casting Time: 1 action treated as a simple weapon with which the creature is
Range: 60 feet proficient. Unless otherwise stated, it uses its Strength
Components: V S M (A Piece of Amber) modifier for attack and damage rolls made with the weapon.
Duration: Instantaneous Ripping Jaws. The creature's mouth becomes filled with
Classes: Druid, Ranger dagger-like teeth. Its jaws deal 2d8 piercing damage on a hit.
If the bite damages a creature, the user gains temporary hit
You conjure a large amber hunting spear and launch it in a points equal to half the piercing damage dealt, which last
straight line at a point you can see within range. Upon until the spell ends.
reaching its destination or striking a solid surface, the spear Tearing Claws. The creature's hands transform into blade-
shatters, producing an explosion within a 10-foot-radius like claws. These claws deal 2d6 slashing damage on a hit
sphere centered on that point. The spear can pass through and count as finesse weapons. The creature can choose to
spaces occupied by creatures and objects of large size or replace any of its melee attacks made with the Attack action
smaller. Each creature the spear moves through, as well as with its claws, including any off-hand attacks.
those within the explosion's radius, must make a Dexterity Ramming Horns. Gnarled horns grow from the creature's
saving throw. On a failed save, a creature takes 6d6 piercing head. The horns deal 2d8 bludgeoning damage on a hit. If the
damage; on a successful one, the damage is halved. creature moves at least 15 feet straight toward a target and
At Higher Levels. When casting this spell using a 4th-level then hits it with a horn attack, the attack deals an extra 2d8
spell slot or higher, the range increases by 20 feet and the bludgeoning damage, and if the target is Large or smaller, the
damage by 1d6 for each slot level above 3rd. creature can choose to push it up to 15 feet away.
10
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The Quickened Condition
This document references the quickened
condition. A quickened creature gains an additional
action on each of its turns. That action can be used
only to take the Attack (one weapon attack or
unarmed strike only), Dash, Disengage, Hide, or
Use an Object action. The haste spell applies the
quickened condition among its other effects, and a
creature cannot benefit from the quickened
condition from multiple sources at once.
11
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Monstrous Transformation Primal Dominance
6th-level transmutation 2nd-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V Components: V, S
Duration: Until dispelled Duration: 10 minutes
Classes: Druid, Sorcerer, Warlock Classes: Bard, Druid, Ranger
Drawing from wild energies, you transform into a mighty You emanate a commanding presence, compelling a primal
primal form of your choice: a Feral Manticore, a Ravenous creature to submit. Choose a beast, monstrosity, giant,
Hydra, or a Savage Dragon. While transformed, you adopt dragon, or fey within range that can see and hear you. If the
the stat block of the selected beast (found later in this creature's Intelligence is 8 or higher, the spell has no effect.
document). Your game statistics, including mental ability Otherwise, it must make a Wisdom saving throw. On a failed
scores, are replaced by those of the chosen form, but you save, it becomes charmed and frightened by you until the end
maintain your alignment and personality. of your next turn. Regardless of the save's outcome, you gain
While in this new form: a +5 bonus to Charisma (Intimidation) and Wisdom (Animal
Handling) checks when interacting with that creature until
You assume its hit points. the spell concludes.
Your spell attack modifier and spell save DC replace its At Higher Levels. When you cast this spell using a 3rd-
attack modifiers and saving throw DCs. level spell slot or higher, you can target one additional
If you're reduced to 0 hit points, you make death saving creature for each slot level above 2nd.
throws as usual. If you die, you revert to your true form.
You can't speak, cast spells, or undertake any action Summon Flock
requiring hands or speech. 1st-level conjuration
Your gear melds into your new form, rendering it
inaccessible. As such, you can't activate, wield, or benefit Casting Time: 1 action
from any of your equipment. Range: Self
Components: V, S, M (A worm or bug)
To attempt to end the spell, you may use your action to Duration: Concentration, up to 1 hour
make a DC 15 saving throw using your original form's Classes: Druid, Ranger
spellcasting ability modifier. On a successful save, the spell Upon casting, you summon three crows that circle above you
ends. However, if you fail this save three or more times within for the duration of the spell. As a bonus action, you can direct
8 hours, you must complete a long rest before attempting to one of the crows to dive at a creature or object within 120
end the spell again. A remove curse spell will also end the feet. Make a ranged spell attack against the target. On a hit, it
transformation. takes 2d4 piercing damage. If the attack is a critical hit, the
If you take a long or short rest in your new form, only your target is blinded until the start of your next turn. Regardless
new form gains the benefits of the rest of the outcome, the directed crow is expended. The spell ends
At Higher Levels. When cast using a spell slot of 7th level if all crows are expended. For each crow circling above you,
or higher, the new form gains an additional 25 hit points for you gain a +1 bonus to Wisdom (Perception) checks.
each slot level above 6th. If cast using a 9th-level slot, any At Higher Levels. When you cast this spell using a 2nd-
features the new form can use only once per day can now be level spell slot or higher, you summon an additional crow for
used three times per day. each slot level above 1st.
12
Wild Surge
3rd-level transmutation It gains 20 temporary hit points.
It gains a +2 bonus to AC.
Casting Time: 1 action It gains a +2 bonus to Strength saving throws and checks.
Range: 30 feet It gains a +2 bonus to Wisdom (Perception) checks and
Components: V S M (a tuft of fur and a fang) Charisma (Intimidation) checks.
Duration: Concentration, up to 10 minutes When it hits with a melee weapon attack or unarmed
Classes: Druid, Ranger strike, it deals one extra die of its damage.
Select a willing creature within range to tap into its primal At Higher Levels. When casting this spell using a 4th-level
nature, transforming it into a bestial form. For the duration of spell slot or higher, the targeted creature gains an additional
the spell, the creature receives the following benefits: 5 temporary hit points for each slot level above 3rd.
13
Ravenous Hydra Reactive Heads. For each head you have beyond the
first, you get an extra reaction that can be used only for
Huge monstrosity, unaligned
opportunity attacks.
Armor Class 16 (natural armor) Wakeful. While you sleep and have more than one head,
Hit Points 125 at least one of your heads can remain awake.
Speed 40 ft., swim 40 ft.
Actions
Actions
Savage Dragon Dragon's Power. When you transform into this shape,
you choose one of the following damage types: acid,
Huge dragon, unaligned
cold, fire, lightning, or poison. This chosen type affects
other features.
Armor Class 16 (natural armor)
Hit Points 125 Actions
Actions
Speed 40 ft., climb 40 ft., fly 60 ft.
Multiattack. You make two attacks: one with your bite
and one with your claws.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: + (spell attack modifier) to
22 (+6) 14 (+2) 20 (+5) 12 (+1) 10 (0) 14 (+2) hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing
damage plus 14 (4d6) of the chosen Dragon's Power
Skills Perception +3 damage type.
Damage Resistances The damage type chosen using Claw. Melee Weapon Attack: + (spell attack modifier) to
your Dragon's Power feature hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing
Senses blindsight 30 ft., darkvision 120 ft., passive damage.
Perception 13
Languages You understand the languages you can speak Breath Attack (1/Day). You exhale your breath attack in a
in your normal form 40-foot cone. Each creature in that area must make a
Challenge 8 (3,900 XP) Proficiency Bonus +3 Dexterity saving throw against your spell save DC,
taking 35 (10d6) damage of the damage type chosen
by your Dragon's Power trait on a failed save, or half as
much damage on a successful one.
14
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Lore of Orcs
This magic is commonly used by orcish war
shamans who draw psychic power from the
aggression of brutal combat. Much of it is psionic
in nature and specializes in disrupting other enemy
spellcasters and enhancing the combat powers of
the caster and their allies. Orcish shamans believe
these powers are drawn from the spirit of their war
gods, and the most powerful of these spells seem to
even partially manifest their god's presence on the
battlefield. The following spells are examples of the
types of magic users of this orcish magic wield, though,
depending on the setting, these spells could be utilized by
other races as well.
Brain Burster
1st-level enchantment
Casting Time: 1 action
Range: 60 ft.
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
You reach into the mind of one creature you can see within
range. The target must make an Intelligence saving throw. On
a failed save, the target takes 2d8 psychic damage, and until
the end of your next turn, it has disadvantage on Intelligence,
Wisdom, and Charisma checks, as well as on Constitution
saving throws made to maintain concentration. Additionally,
if the creature attempts to cast a spell of 1st level or higher
before the end of your next turn, it must make an Intelligence
saving throw. On a failed save, the spell dissipates with no Foot of The Gods
effect, and the action, bonus action, or reaction used to cast it 7th-level evocation
is wasted. If that spell was cast with a spell slot or other
resource, the slot or resource isn’t expended. Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell Range: 300 ft.
slot of 2nd level or higher, the damage increases by 1d8 for Components: V
each slot level above 1st. Duration: Concentration, up to 1 minute
Classes: Cleric, Druid, Sorcerer
Brutal Glare You call forth a massive foot from the heavens to crash
2nd-level enchantment down onto the battlefield. You select a point you can see,
Casting Time: 1 action between 30 to 500 feet above you within range. A 20-foot-
Range: 30 ft. long, 10-foot-wide foot appears at the chosen point and
Components: V immediately descends. The foot passes through any Huge or
Duration: Instantaneous smaller creatures and objects until it descends 500 feet or
Classes: Sorcerer hits a solid surface, or a Gargantuan creature or object, at
You fixate on two points within the spell's range, no more which point the foot rises back up into the sky to where its
than 30 feet apart, that you can see. Beams of glowing force descent started. As an action on your turn, you can move the
erupt from your eyes, blazing between the two points. Any foot up to 30 feet, rotate it, and then have the foot descend in
creature intersected by the path of the beams must make a the same way.
Dexterity saving throw. On a failed save, a creature takes Each creature or object the foot comes in contact with
2d10 force damage. If the two points are at the same while descending must make a Dexterity saving throw. On a
location, any creature at that point has disadvantage on the failed save, a creature takes 6d8 bludgeoning damage, is
saving throw. knocked prone, and can't stand up until the end of its next
At Higher Levels. When you cast this spell using a spell turn unless it uses all of its movement to do so. The creature
slot of 3rd level or higher, the force damage increases by is also pushed along with the foot until it rises back up. If a
1d10, the spell's range increases by 10 feet, and the creature that fails the saving throw is already prone, it takes
maximum distance between the two points increases by 10 an additional 2d12 bludgeoning damage.
feet for each slot level above 2nd.
15
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Here We Go! Psychic Headbutt
5th-level enchantment 3rd-level enchantment
Casting Time: 1 bonus action. Casting Time: 1 action
Range: 60 ft. Range: 100 ft.
Components: V Components: V
Duration: Instantaneous Duration: Instantaneous
Classes: Bard, Paladin, Ranger, Warlock Classes: Sorcerer, Warlock, Wizard
You chant, imbuing yourself and up to four creatures you A disruptive bolt of energy emanates from your head
can see with fighty energy. Until the start of your next turn, toward a creature of your choice within range. Make a melee
whenever you or a creature you chose misses with an spell attack against the target. The attack has advantage and
unarmed strike or weapon attack roll, you may have it reroll cannot have disadvantage if the target is concentrating on a
the attack. The creature must use the new roll. spell. On a hit, the target takes 4d10 force damage. If the
creature makes a Constitution saving throw to maintain
Mind Spike (Revised) concentration as a result of this damage, you may choose to
2nd-level divination set the saving throw DC equal to your spell save DC.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: 90 ft. slot of 4th level or higher, the damage increases by 1d10 for
Components: V each slot level above 3rd.
Duration: Concentration, up to 1 hour
Classes: Sorcerer, Warlock, Wizard Savage Fists
2nd-level transmutation
Choose one creature that you have seen or heard within
the last minute. If that creature is within range, the target Casting Time: 1 bonus action
must make a Wisdom saving throw. On a failed save, the Range: Self
target takes 3d10 psychic damage, or half as much damage Components: V
on a successful save. Additionally, on a failed save, you always Duration: Concentration, up to 1 hour.
know the target's location until the spell ends, but only while Classes: Sorcerer, Druid, Ranger
the two of you are on the same plane of existence. While you Your fists become as hard as iron, and you are filled with
have this knowledge, the target can’t become hidden from fighting fury. When you cast this spell, you make an unarmed
you, and if it’s invisible, it gains no benefit from that condition strike and gain the following benefits for the duration of the
against you. spell:
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d10 for You can use your spellcasting modifier for the attack and
each slot level above 2nd. damage rolls of your unarmed strikes, and you can roll a
d6 in place of the normal damage of your unarmed strike.
Lore of Orcs Art Credit If you aren't wielding any weapons or a shield when you
Beanstalk Giant - Jason A. Engle, Wizards of the Coast make the attack roll, the d6 becomes a d8.
Mind Spike - Matt Forsyth, Wizards of the Coast You can make an unarmed strike as a bonus action.
You may use your spellcasting modifier when making
Strength checks instead of your Strength modifier.
16
Orcish
Forces
Orc Shamans
Orc shamans are the strange, revered spiritual leaders of
orcish society, believed to channel the raw will of their gods.
Unlike most orcs, whose strength lies in brute force,
shamans wield the unpredictable and violent magic of the
orcish pantheon. Their role as intermediaries between the
mortal realm and the gods makes them both respected and
feared, for their powers are mysterious and often
uncontrollable. As the orcs wage war, the shamans draw
upon the aggressive psychic energy that permeates the However, the connection to their gods often leaves orc
battlefield, fueled by the bloodlust of their kin. To the orcs, shamans exhibiting strange and awkward behaviors that
war is the highest form of worship, and it is through this make other orcs uncomfortable. While the shamans are
divine carnage that the shamans perform their most powerful powerful, their bizarre mannerisms—such as babbling
feats of magic. incoherently, emitting strange noises, or randomly dancing
The magic wielded by orc shamans is chaotic and around while flapping their arms—are seen as eccentric at
devastating. They can unleash blasts of psychic energy best. Orcs, who prize straightforward strength and
capable of bursting the brains of their enemies or driving aggression, often don’t know how to react to these odd
other orcs into even greater heights of bloodthirsty violence. displays. Despite this, shamans are tolerated, as their magical
In some cases, shamans are able to summon the wrath of the abilities and perceived favor from the gods make them too
gods themselves, such as calling forth a giant spectral foot to valuable to dismiss. While other orcs might roll their eyes or
crush their foes—a manifestation of the gods' direct grumble under their breath at a shaman’s antics, they know
intervention. This violent magic makes shamans formidable better than to voice their discomfort openly. The power these
on the battlefield, and they often lead orc warbands into battle shamans wield far outweighs their odd behavior, and their
with a fervor unmatched by any warrior, their very presence connection to the orcish gods demands a level of respect,
stoking the bloodlust of the horde around them. however begrudging.
17
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Orc Shaman, Lesser Orc Shaman
Medium humanoid (orc), chaotic evil Medium humanoid (orc), chaotic evil
Armor Class 14 (hide armor) Initiative +2 (12) Armor Class 14 (hide armor) Initiative +2 (12)
Hit Points 67 (9d8 + 27) Hit Points 110 (13d8 + 52)
Speed 30 ft. Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE
Traits
Traits Traits
Traits
War Channeler. Whenever another allied creature War Channeler. Whenever another allied creature
within 30 feet of the orc takes the Attack action, the within 30 feet of the orc takes the Attack action, the
orc gains a +1 bonus to its spell save DC and spell orc gains a +1 bonus to its spell save DC and spell
attack rolls until the end of its next turn, stacking up attack rolls until the end of its next turn. This bonus
to a +3 total. can stack up to +3.
Actions
Actions Actions
Actions
Multiattack. The orc makes two melee attacks. Multiattack. The orc makes two melee attacks.
Spellcasting. The orc is a spellcaster. Its spellcasting Spellcasting. The orc is a spellcaster. Its spellcasting
ability is Charisma (spell save DC 13, +4 to hit with ability is Charisma (spell save DC 15, +7 to hit with
spell attacks). It knows the following spells: spell attacks). It knows the following spells:
At will: guidance, mage hand, thaumaturgy At will: mage hand, thaumaturgy
2/Day each: brain burster*, brutal glare*, savage 2/day each: brain burster* (2nd level), brutal glare*,
fists* psychic headbutt*, savage fists*
1/Day: psychic headbutt* 1/day each: arcane hand, here we go!*
Quarterstaff Chopper. Melee Weapon Attack: +4 Quarterstaff Chopper. Melee Weapon Attack: +6
to hit, reach 5 ft., one target. to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 +
2) bludgeoning damage if wielded with two hands. If 3) bludgeoning damage if wielded with two hands. If
this is the first attack the orc makes on its turn, it this is the first attack the orc makes on its turn, it
deals an extra 2 (1d4) damage on hit. deals an extra 2 (1d4) damage on hit.
Bonus Actions
Bonus Actions Bonus Actions
Bonus Actions
Aggressive. The orc can move up to its speed toward Aggressive. The orc can move up to its speed toward
a hostile creature that it can see. a hostile creature that it can see.
18
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Orc Shaman, Greater
Medium humanoid (orc), chaotic evil
Skills Intimidation +9
Gear Studded Leather, Quarterstaff Chopper
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Orc
Challenge 10 (5,900 XP; PB +4)
Traits
Traits
19
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Savage
Orc Shamans
Bizarre Practitioners of Primal Magics
Habitat: Desert, Grasslands, Hills,
Mountains, Underdark;
Treasure: Individual, Relics
Adorned with bizarre trinkets crudely carved from
bone and wood, their arms lined with dozens of bangles,
and their bodies streaked with outlandish tattoos, the savage
orc shaman is an unmistakable figure. Their heads are
crowned with towering feathered headdresses or gnarled As the conflict rages, the shaman appears lost in its own
ceremonial masks, making them impossible to overlook. wild antics, seemingly oblivious to the chaos around it.
Yet, beyond their bombastic appearance, savage orc However, enemies who mistake this for foolishness soon
shamans demand attention through their wild antics— realize the truth—these bizarre acts emanate maddening
performing ritualistic dances, babbling in tongues, or energy that grips nearby orcs, driving them into a frenzy. This
scattering strange mystical dust and peculiar charms unrelenting madness only further amplifies the shaman’s
throughout their surroundings. These eccentric displays are destructive spells.
far more bizarre and last much longer than the rituals of their
more conventional orcish counterparts. Beast Shamans
While regular orcs might find such behavior off-putting or Among the Savage Orcs, some tribes still hunt primeval
even embarrassing, savage orc tribes revere their shamans, titans in the name of their gods. Many shamans craft sacred
viewing their spasming prophets with religious awe. No one, icons from the horns and tusks of these mighty beasts,
not even the mightiest orcish warboss, dares to challenge the adorning themselves with these relics to channel spells of
authority of a savage orc shaman. These holy conduits bestial might.
provide the tribe’s warriors with sacred war paints, which Some shamans who follow this path can empower their
render those who bear them nearly impervious to attack.
Beyond this, the shamans are seen as direct voices of the followers with spectral claws and fangs, while others unleash
gods. When even a shred of tangible wisdom or meaning can howling cries that awaken a feral bloodlust within their allies.
be deciphered from their incoherent ramblings, the tribe A rare few possess the ability to transform into primordial
treats it as absolute gospel—indisputable and sacred. And monsters, swatting aside their foes with raw power.
when a shaman's addled mind suddenly fixates on a goal, they Savage Orc Shamans Art Credit
will pursue it with unyielding determination, leading their
devoted followers in relentless pursuit of their divine vision. Skarrg Guildmage - Aleksi Briclot, Wizards of the Coast
When battle erupts, a tribe led by a savage orc shaman Primal Visitation - Christopher Moeller, Wizards of the
becomes a force to be reckoned with. The raw, truculent Coast
energies that fuel orcish spellcasting are even more potent Gruul War Chant - Dave Kendall, Wizards of the Coast
among savage orcs, allowing their shamans to harness Jund Battlemage - Vance Kovacs, Wizards of the Coast
immense power for their devastating incantations. Stumpsquall Hydra - Grzegorz Rutkowski, Wizards of the
Coast
20
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Savage Orc Shaman, Lesser: Lore of
Beasts Spells
If you want your orc to be a beast shaman who
channels animalistic powers, you can replace its
spell list with the following spells:
Spell List:
At will: mage hand, thaumaturgy
1st level (3 slots): heroism
2nd level (2 slots): pass without trace, primal
dominance*
3rd level (1 slots): amber spear*
Challenge 3 (450 XP; PB +2) Aggressive. The orc can move up to its speed toward a
hostile creature that it can see.
Traits
Traits Mumbo Jumbo Dance. The orc performs a strange dance
to bolster its allies. One creature within 60 feet of the
Primal Surge. When the orc rolls initiative or reduces a
orc that can see it is quickened** until the end of the
creature to 0 hit points, it is quickened** until the end
orc's next turn. The orc can use this ability only if it
of its next turn.
hasn't moved during this turn. After using this ability,
War Channeler. Whenever an ally within 30 feet of the the orc's speed becomes 0 until the end of its current
orc takes the Attack action, the orc gains a +1 bonus to turn.
its spell save DC and spell attack rolls until the end of
its next turn. This bonus stacks up to three times (+3 New spell described in the New Spells section*
total). New condition described at the end of this section**
21
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Savage Orc Shaman: Lore of Beasts
Spells
If you want your orc to be a beast shaman who
channels animalistic powers, you can replace its
spell list with the following spells:
Spell List:
At will: mage hand, thaumaturgy
1st level (3 slots): heroism
2nd level (2 slots): pass without trace, primal
dominance*
3rd level (1 slots): amber spear*
4th level (1 slots): aspect of the beast*
5th level (1 slots): call of the pack*
Armor Class 19 (war paint) Initiative +3 (13) At will: guidance, mage hand, thaumaturgy
Hit Points 123 (13d8 + 65) 1st level (3 slots): brain burster*
Speed 30 ft.
2nd level (2 slots): brutal glare*, savage fists*
MOD SAVE MOD SAVE MOD SAVE 3rd level (1 slot): psychic headbutt*
STR 16 +3 +3 DEX 16 +3 +3 CON 18 +4 +7 4th level (1 slot): here we go!*
INT 5 -3 -3 WIS 16 +3 +3 CHA 20 +5 +8 5th level (1 slot): arcane hand
Chopper Quarterstaff. Melee Weapon Attack: +6 to
Skills Athletics +6, Intimidation +8, Performance +8 hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3)
Gear Chopper Quarterstaff
bludgeoning damage if wielded with two hands. If this
Senses Darkvision 60 ft., Passive Perception 13 is the first attack the orc makes on its turn, it deals an
extra 5 (2d4) damage on hit.
Languages Common, Orc
Challenge 6 (1,800 XP; PB +3) Bonus Actions
Bonus Actions
22
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Orc Shaman, Greater: Lore of
Beasts Spells
If you want your orc to be a beast shaman who
channels animalistic powers, you can replace its
spell list with the following spells:
Spell List:
At will: mage hand, thaumaturgy
1st level (3 slots): heroism
2nd level (2 slots): pass without trace, primal
dominance*
3rd level (2 slots): amber spear*
4th level (2 slots): aspect of the beast*
5th level (1 slots): call of the pack*
6th level (1 slots): monstrous transformation*
Armor Class 21 (war paint) Initiative +4 (14) At will: guidance, mage hand, thaumaturgy
Hit Points 190 (20d8 + 100) 1st level (3 slots): brain burster*
Speed 30 ft.
2nd level (2 slots): brutal glare*, savage fists*
MOD SAVE MOD SAVE MOD SAVE 3rd level (2 slots): psychic headbutt*
STR 18 +4 +4 DEX 18 +4 +4 CON 20 +5 +9 4th level (2 slots): here we go!*
INT 5 -3 -3 WIS 18 +4 +4 CHA 20 +5 +9 5th level (1 slot): arcane hand
6th level (1 slot): foot of the gods*
Skills Athletics +8, Intimidation +9, Performance +9
Chopper Quarterstaff. Melee Weapon Attack: +8 to
Gear Chopper Quarterstaff hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4)
Senses Darkvision 60 ft., Passive Perception 12
bludgeoning damage if wielded with two hands. If this
Languages Common, Orc is the first attack the orc makes on its turn, it deals an
extra 5 (2d4) damage.
Challenge 11 (5,900 XP; PB +4)
Bonus Actions
Bonus Actions
Traits
Traits Aggressive. The orc can move up to its speed toward a
Primal Surge. When the orc rolls initiative or reduces a hostile creature that it can see.
creature to 0 hit points, it is quickened** until the end Mumbo Jumbo Dance. The orc performs a strange dance
of its next turn. to bolster allies. One creature within 60 feet of the orc
War Channeler. Whenever another allied creature within that can see it is quickened** until the end of the orc's
30 feet of the orc takes the Attack action, the orc gains next turn. The orc can use this ability only if it hasn't
a +1 bonus to its spell save DC and spell attack rolls moved during this turn. After using this ability, the orc's
until the end of its next turn. This bonus can stack up speed becomes 0 until the end of its current turn.
to three times (+3).
New spell described in the New Spells section*
Actions
Actions New condition described at the end of this section**
Multiattack. The orc makes two melee attacks.
23
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Orc Shaman Tactics Savage Fists: Use when the lesser orc shaman has been
cornered in combat.
Orc shamans focus on using their spells to disrupt other spell
casters, limit enemy movement, and grant boosts to the Beast Shaman Spell Usage
combat powers of their allies. They should stay close to their Pass Without Trace: Ideally cast before combat begins to
allies in combat to gain the boost to their War Channeler avoid detection.
trait. They should avoid unnecessary movement so they can Aspect of the Beast: Typically cast on the orc’s most
maintain their Mumbo Jumbo Dance, as any attack actions powerful ally. Ripping Jaws is generally the most effective
made with the quicked condition contribute to their War option for orcs.
Channeler ability. Howl of the Pack: Used on the second turn, after all
savage orcs are no longer quickened.
Default Spell Usage Amber Spear: Best cast when there’s an opportunity to hit
Stomping Foot: Great opening move to force grouped two or more targets.
enemies to spread out into unfavorable positions. Focus on Primal Dominance: The shaman will use this spell
prone creatures to gain bonus damage. Minions should use whenever a valid target is available.
the shove action on their turns to knock creatures prone. Heroism: Can be used to bolster either other orcs or the
Here We Go!: Cast immediately if there are companions of shaman themselves.
CR 2 or higher and if it can hit two or more targets with the Monstrous Transformation: Activated when the shaman’s
Stomping Foot spell. Definitely cast if there is an orc boss or health drops below half, and once transformed, it rarely
warboss among the group. reverts to its original form mid-combat. While the
Arcane Hand: If foot of the gods is not available, use this transformed shaman cannot cast spells, any ongoing magical
concentration spell. Primarily used to grab backline effects remain active.
opponents and drag them into melee combat. Possible transformations include:
Headbutt: Use to break the concentration of enemy
spellcasters. Priority over all other spells if an opposing Manticore: Preferred when enemies lack strong ranged
spellcaster is concentrating on a higher-level spell than the attacks.
Shaman can cast. Hydra: Chosen against foes with low damage output or
Brain Burster: Use frequently to disrupt enemy those unable to concentrate attacks on the transformed
spellcasters. orc.
Brutal Glare: Use whenever you can hit two or more Dragon: Ideal when enemies are grouped together,
targets with low Dexterity and do not have a 5th or higher allowing the dragon’s breath to strike multiple targets.
level spell available. Also useful against foes with high elemental damage.
24
Orc
Orc Infantry Medium humanoid (orc), chaotic evil
Orcish infantry form the savage heart of any orc war host,
defined by their raw ferocity and brute physical might. Armor Class 14 (hide armor, shield) Initiative +0 (10)
Hit Points 22 (3d8 + 9)
Towering over many foes, these imposing foot soldiers storm Speed 30 ft.
the battlefield with colossal, crudely fashioned weapons—
testaments to their insatiable thirst for violence. Though they MOD SAVE MOD SAVE MOD SAVE
lack the tight formations seen in more structured armies,
orcish infantry make up for it with sheer power and vicious STR 14 +2 +2 DEX 10 +0 +0 CON 16 +3 +3
cunning, overwhelming adversaries in relentless assaults. INT 7 -2 -2 WIS 11 +0 +0 CHA 10 +0 +0
Despite a seemingly haphazard approach, orc warriors
fight with a fierce cohesion when motivated by a
commanding warlord or the promise of bloodshed. Their Skills Intimidation +2
ranks seethe with brawlers, each eager to prove that they can Gear Battleaxe Chopper, Hide Armor, Javelin (6),
strike the hardest and endure the longest. Even the most Shield
rudimentary training takes the form of brutal contests, where
new scars and trophies elevate one’s standing in the clan. Senses Darkvision 60 ft., Passive Perception 10
Many orcs live for close-quarters mayhem, but archers also Languages Common, Orc
play a vital role in orcish warbands. These bow-wielding
brutes hew their massive arrows from raw timber, launching Challenge 1/2 (100 XP; PB +2)
them with such force that they can pierce armor or upend
charging cavalry. Although less numerous than their melee- Actions
Actions
focused kin, orc archers add a lethal edge to any assault, Battleaxe Chopper. Melee Weapon Attack: +5 to hit,
raining death upon foes before the front lines clash. reach 5 ft., one target.
Equipped with an assortment of heavy “choppers”—from Hit: 6 (1d8 + 3) slashing damage. If this is the first
jagged axes to weighty polearms—orcish infantry rely on attack the orc makes on its turn, it deals an extra 2
overwhelming offense instead of refined defense. Their (1d4) damage on hit.
armor, often crudely cobbled from salvaged steel or thick
hides, offers minimal protection but ensures unbridled Javelin. Melee or Ranged Weapon Attack: +4 to hit,
mobility. Emboldened by their unrelenting aggression, these reach 5 ft. or range 30/120 ft., one target.
foot soldiers tear deep into enemy lines, forcing even Hit: 5 (1d6 + 2) piercing damage.
disciplined warriors to scatter in terror. Whether locked in Bonus Actions
chaotic clan brawls or banding together under a single Bonus Actions
banner, orcish infantry embody the brutal, unyielding spirit of Aggressive. The orc can move up to its speed toward
a race that thrives on carnage. a hostile creature that it can see.
25
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Orc Brutes Orc Archers
Orc brutes epitomize orcish strength and savagery. Towering Orc archers, known for their surprising skill with longbows,
over their kin, these hulking warriors bear muscles and scars occupy a peculiar niche within orc society. These
from countless battles. Born with a natural advantage in size sharpshooters are often viewed with suspicion and distrust
and ferocity, they swiftly rise through the brutal ranks of orc by their kin, as most orcs consider ranged combat sneaky and
society by sheer force, seizing power and commanding cowardly. Despite this disdain, the practical value of orc
respect from lesser orcs. archers cannot be denied. Their ability to rain down a hail of
Driven by a relentless need to prove their superiority, orc arrows on enemies from a distance provides a tactical
brutes often lead the vanguard in battle, wielding devastating advantage even the most battle-hungry orc bosses recognize.
choppers and inspiring their kin with displays of raw might. While orc archers are generally tolerated for their utility,
Their unyielding aggression and towering presence make they are also keenly aware of the contempt their brethren
them indispensable in warbands, serving as both enforcers of hold for them. Insults and slights are rarely made within
the warlord’s will and motivators for their fellow warriors, earshot, as tales abound of those who dared to mock an
who dare not challenge such formidable leaders. archer only to be found later with an arrow through their
As the backbone of any formidable war host, these giants neck. This underlying tension creates a volatile environment
shape the tide of battle with unbreakable will and where orc archers must constantly prove their worth and
overwhelming power. Their ability to endure punishing blows strength, both on the battlefield and within their own ranks,
while dishing out equally devastating force allows them to ensuring that they remain a force to be reckoned with despite
grind down even the most resilient foes, making them the disdain of their fellow orcs.
invaluable assets in prolonged conflicts.
Orc Archer
Orc Brute Medium humanoid (orc), chaotic evil
Medium humanoid (orc), chaotic evil
Armor Class 14 (hide armor) Initiative +2 (12)
Armor Class 13 (hide armor) Initiative +1 (11) Hit Points 17 (2d8 + 8)
Hit Points 45 (6d8 + 18) Speed 30 ft.
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
MOD SAVE MOD SAVE MOD SAVE
STR 15 +2 +2 DEX 14 +2 +2 CON 16 +3 +3
STR 15 +2 +2 DEX 12 +1 +1 CON 16 +3 +3 INT 7 -2 -2 WIS 11 +0 +0 CHA 10 +0 +0
INT 7 -2 -2 WIS 11 +0 +0 CHA 10 +0 +0
Skills Intimidation +2
Skills Athletics +4, Intimidation +2 Gear Handaxe Chopper, Hide Armor, Longbow
Gear Greataxe Chopper, Hide Armor, Javelin (6) Chopper
Senses Darkvision 60 ft., Passive Perception 10 Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc Languages Common, Orc
Challenge 1 (100 XP; PB +2) Challenge 1/2 (100 XP; PB +2)
Actions
Actions Actions
Actions
Multiattack. The orc makes two melee attacks. Handaxe Chopper. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target.
Greataxe Chopper. Melee Weapon Attack: +4 to hit, Hit: 5 (1d6 + 2) slashing damage. If this is the first
reach 5 ft., one target. attack the orc makes on its turn, it deals an extra 2
Hit: 8 (1d12 + 2) slashing damage. If this is the first (1d4) damage on hit.
attack the orc makes on its turn, it deals an extra 2
(1d4) damage on hit. Longbow Chopper. Ranged Weapon Attack: +4 to
hit, range 150/600 ft., one target.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, Hit: 6 (1d8 + 2) piercing damage. If this is the first
reach 5 ft. or range 30/120 ft., one target.
attack the orc makes on its turn, it gains a +1 bonus
Hit: 6 (1d6 + 3) piercing damage. to the attack roll and deals an extra 2 (1d4) damage
on hit.
Bonus Actions
Bonus Actions
Aggressive. The orc can move up to its speed toward Bonus Actions
Bonus Actions
a hostile creature that it can see.
Aggressive. The orc can move up to its speed toward
a hostile creature that it can see.
26
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Orc Hole Puncher
Medium humanoid (orc), chaotic evil
Skills Intimidation +2
Gear Handaxe Chopper, Hide Armor, Longbow
Chopper
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Orc
Challenge 1 (100 XP; PB +2)
Orc Hole Puncher
Orc hole punchers are a fearsome subset of orc archers, Actions
Actions
distinguished by their use of especially heavy and powerful Multiattack. The orc makes two attacks.
longbows. These massive weapons require immense draw
strength, something only the most robust and skilled orcs can Handaxe Chopper. Melee Weapon Attack: +4 to hit,
muster. The arrows fired by hole punchers strike with reach 5 ft., one target.
incredible power, capable of piercing through armor and even Hit: 5 (1d6 + 2) slashing damage. If this is the first
shields, making them a deadly threat on the battlefield. attack the orc makes on its turn, it deals an extra 2
The reputation of orc hole punchers extends beyond their (1d4) damage on hit.
physical prowess. Their ability to deliver devastating shots Longbow Chopper. Ranged Weapon Attack: +4 to
from a distance earns them a grudging respect even from hit, range 150/600 ft., one target.
those who disdain ranged combat. While they share the Hit: 6 (1d8 + 2) piercing damage. If this is the first
general mistrust faced by all orc archers, their undeniable attack the orc makes on its turn, it deals an extra 2
effectiveness ensures they are valued members of any war (1d4) damage on hit.
host. The orcs know that underestimating a hole puncher can
be a fatal mistake, as these powerful archers can turn the tide Bonus Actions
Bonus Actions
of battle with a well-placed, bone-shattering shot. Aggressive. The orc can move up to its speed toward
a hostile creature that it can see.
Orc Soldier Tactics
Below are some tactical tips to keep in mind when utilizing Devastating Draw. At the end of the orc’s turn, it may
these orcs. draw back a two-handed ranged weapon it’s holding,
granting it devastating power. This “draw” is lost if
Orcs and Orc Brutes the orc ceases using both hands for the weapon, is
Aggressive: Utilize their aggressive trait to bypass front knocked prone, becomes grappled or restrained, or
lines and target vulnerable backline characters. loses concentration (as if concentrating on a spell).
When the orc makes an attack with the drawn
Choppers: Their first attack bonus makes them effective weapon, that attack consumes the draw and gains a
against high AC targets with low hit points, maximizing initial +1 bonus to hit and deals an additional 9 (2d8)
impact. damage on a hit.
Orc Archers and Hole Punchers
Positioning: Maintain distance to engage vulnerable
targets with ranged attacks.
Tactical Movement: In ranged firefights, use the Orc Soldiers Art Credit
Aggressive trait to close distances and engage in melee, Rakdos Roustabout - Lucas Gracian, Wizards of the Coast
overwhelming opposing ranged attackers. Orc Sureshot - Kev Walker, Wizards of the Coast
Pre-Melee Action (Hole Puncher only): Before moving
into melee, use their Devastating Draw ability, if available, to
maximize damage output.
27
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Savage Orc Infantry New Condition: Quickened
Primitive Warriors of Primal Faith A quickened creature gains an additional action on
Habitat: Desert, Grasslands, Hills, Mountains, Underdark; each of its turns. That action can be used only to
Treasure: Armaments, Individual take the Attack (one weapon attack or unarmed
In the distant past, all orcs lived by primeval means, using strike only), Dash, Disengage, Hide, or Use an
crude clubs and spears carved from bone, stone, and wood. Object action. The haste spell applies the
Their height of technology was the rudimentary bow and quickened condition among its other effects, and a
arrow. They roamed the land, hunting colossal beasts and creature cannot benefit from the quickened
marauding any people they encountered. As the tribes condition from multiple sources at once.
coalesced into mighty hordes to wage war against the
civilized world, they learned the secrets of metalwork, clad
themselves in armor, and forged axes and swords. However, Savage orcs are rare, most often found in the world’s
some orcs in remote regions did not advance, while others forgotten corners—primeval jungles, sun-scorched savannas,
rejected these technologies, deeming them un-Orcish. These or frigid tundras—where they hunt monstrous beasts and
tribes became known as Savage Orcs, and they are dedicated fiercely repel any trespassers. Some venture far from their
to the traditions and ways of their ancestors. homelands to plunder, targeting sophisticated cultures that
Savage orcs adorn their bodies with crude war paint, often rely on advanced weaponry and intricate tactics. They take
wearing little else. They wield makeshift flint and bone clubs, gleeful pride in dismantling these so-called “superior”
remnants of their predecessors. Many believe them to be less civilizations, overturning carefully orchestrated plans with
threatening than their metal-clad kin due to the lack of their wild, unpredictable onslaughts. At times, they may join
refined weapons and armor, but this is far from the truth. larger warbands alongside regular orcs, yet they never fully
Their savage nature and radical devotion to a primitive way of adopt modern orc customs.
life fuel an unmatched battle frenzy. When combat begins, From the perspective of orc war bosses, savage orc mobs
they surge forward at breakneck speed, swinging their crude are hopeless when it comes to following orders; even the
cudgels with steel bone-crunching force. Even more alarming most basic directives leave them baffled. To regular orcs,
is their uncanny resilience—fueled by a zealous faith—that savage orcs are crude and unruly—too feral by any standard—
makes arrows and blades glance harmlessly off their war while savage orcs view their “civilized” kin as weak,
paint, as though striking solid stone. overthinking, and overly dependent on tools instead of raw
might. In their eyes, the old ways are still the best ways.
28
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Savage Orc Brutes Lesser tribe members keep their distance, for one of the few
things that can make a feral orc hesitate is the thought of
Savage orc brutes stand head and shoulders above their kin, provoking a Brute’s wrath. Yet this inspires no resentment or
radiating an even fiercer sense of savage superiority. Once envy; to the tribe, Brutes are living symbols of orcish might,
they set their single-minded focus on a goal, virtually nothing embodying a raw, ancestral strength that modern orcs have
can stop them. Their raw power and foul temper drive them largely forgotten. Even fully armed orcs who witness these
to achieve their aims through sheer, brutal force. towering warriors charging across the battlefield, shrugging
off blows that would fell an ordinary orc, can’t help but
question their own reliance on armor and steel.
Languages Orc Aggressive. The orc can move up to its speed toward a
hostile creature that it can see.
Challenge 1 (100 XP; PB +2)
*New condition described at beginning this section
29
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Savage Orc Archer
Among regular orcs, those who rely on bows are considered Savage Orc Archer
sneaky or cowardly. However, in savage orc tribes, archers Medium humanoid (orc), chaotic evil
are surrounded by superstition and fear, rivaled only by the
dread inspired by magic-wielders. Even the most basic bow is Armor Class 17 (War Paint) Initiative +2 (12)
deemed a sophisticated weapon, and only the most Hit Points 17 (2d8 + 8)
disciplined Savage Orcs can resist the urge to charge into Speed 30 ft.
melee. This rare self-control is seen by their simpler-minded
kin as near mystical. MOD SAVE MOD SAVE MOD SAVE
These few disciplined archers are viewed with suspicion— STR 15 +2 +2 DEX 14 +2 +2 CON 16 +3 +3
even by the tribe’s brutish elites—because any orc who can
keep his distance and strike from afar is regarded as highly INT 5 -3 -3 WIS 14 +2 +2 CHA 14 +2 +2
unusual. Nevertheless, they are invaluable for taking down
flying beasts or challenging foes who fight with projectile Skills Intimidation +4, Survival +4, Perception +4
weapons. Though their bows are crude by most standards, a
savage orc’s sheer muscle and ferocity can drive a flint-tipped Gear Chopper Club, Longbow
arrow clean through thick hides or tough leather armor. Senses Darkvision 60 ft., Passive Perception 14
Savage Orc Strikers Languages Orc
The greatest archers among the savage orcs are known as Challenge 1 (100 XP; PB +2)
strikers, engaging in combat in the most unorthodox manner.
These warriors have uniquely combined their natural orcish Traits
Traits
obsession with close-quarters combat and their skills in Primal Surge. When the orc rolls initiative or reduces
archery. When they spot a foe, they charge toward their prey a creature to 0 hit points, it is quickened* until the
at breakneck speed, unleashing a relentless barrage of end of its next turn.
arrows as they close the distance. The sheer anticipation of
smashing their adversaries fuels their growing frenzy, Actions
Actions
causing them to fire with such devastating force that most Chopper Club. Melee Weapon Attack: +4 to hit,
enemies are already on the ground riddled with crude reach 5 ft., one target.
projectiles by the time the orc reaches them. Hit: 4 (1d4 + 2) bludgeoning damage. If this is the
Should the target, by some miracle, survive this deadly first attack the orc makes on its turn, it deals an
volley, they will soon find themselves bludgeoned with sturdy extra 5 (2d4) damage on hit.
wooden bows and stabbed with flint-tipped arrows. Many
orcish tribes or warbands derive great amusement from Longbow Chopper. Ranged Weapon Attack: +4 to
watching enemy forces mistakenly believe they are charging hit, range 150/600 ft., one target.
an unguarded artillery position, only to be ferociously Hit: 6 (1d8 + 2) piercing damage. If this is the first
counterattacked. attack the orc makes on its turn, it deals an extra 5
(2d4) damage on hit.
Bonus Actions
Bonus Actions
30
Savage Orc Tactics
Savage Orc Striker Below are some tactical tips to keep in mind when utilizing
these orcs.
Medium humanoid (orc), chaotic evil
Melee Infantry
Armor Class 18 (War Paint) Initiative +3 (13) Savage orcs eschew strategy in favor of charging headlong
Hit Points 45 (6d8 + 18) into battle, prioritizing their targets based on personal
Speed 30 ft. grudges or preferences. Some may focus on attacking
enemies with advanced weaponry, such as an artificer, while
MOD SAVE MOD SAVE MOD SAVE
others may seek out those they perceive as cowardly—like a
STR 15 +2 +2 DEX 16 +3 +3 CON 16 +3 +3 wizard relying on illusion magic or a rogue attempting to
INT 5 -3 -3 WIS 14 +2 +2 CHA 14 +2 +2
disengage.
Savage Orc Archers
Skills Athletics +4, Intimidation +4, Stealth +4, Savage orc archers are not the most tactical marksmen.
Perception +4 Rather than retreating when enemies close in, they
instinctively switch to their clubs, engaging in brutal melee
Gear Chopper Club, Longbow combat once their foes are within reach.
Senses Darkvision 60 ft., Passive Perception 14
Savage Orc Strikers
Languages Orc Savage orc strikers prioritize distant targets capable of
Challenge 2 (450 XP; PB +2) attacking at range. They relentlessly advance, using their
charge to gain bonus damage before engaging in melee once
Traits
Traits
they reach their target.
Close Quarters Shooter. A hostile creature within 5 Savage Orc Infantry Art Credit
feet of the orc doesn’t impose disadvantage on its Ogre Siegebreaker - Zoltan Boros, Wizards of the Coast
ranged weapon attack rolls, and it ignores half cover Stomping Ground - James Paick, Wizards of the Coast
and three-quarters cover against targets within 30 Orc, Adventures in The Forgotten Realms - Wizards of the
feet of it. Coast
Primal Surge. When the orc rolls initiative or reduces
a creature to 0 hit points, it is quickened* until the
end of its next turn.
Actions
Actions
Bonus Actions
Bonus Actions
31
Big Stabbers
In ancient times, orcs hunted truly colossal behemoths—
creatures of monumental size and ferocious temperament,
their hides so thick that even orcs of primal disposition
struggled to pierce them. Avoiding the wrath of an enraged
titan in time was nearly impossible. However, despite their
crude and straightforward thinking, the savage orcs devised a
weapon specifically for felling these gargantuan beasts: the
big stabber.
This massive spear features an outlandishly large, jagged
flintstone point, nearly as tall as an orc itself. So unwieldy is
this weapon that it requires two orcs to haul it into battle,
gripping the long shaft tightly above their heads as they
charge at full speed. Upon reaching their monstrous quarry,
they drive the spear forward with the combined force of their
momentum, brute strength, and deranged faith—enough to
sunder even the toughest armor. When it gains full thrust, the
big stabber can bring down an armored war elephant or
maim even larger creatures.
Yet, for all its power, this rudimentary weapon is as
unreliable as it is devastating. The flint spearhead is
notoriously brittle, meaning the Big Stabber can typically
only be used once or twice before it dulls or shatters—
especially if an orc puts their full strength behind it.
Additionally, its sheer size makes it highly predictable. A
nimble opponent with decent reflexes can often sidestep the
attack, causing the orcs wielding it to stumble and even trip
over their own weapon.
Despite these drawbacks, big stabbers remain highly
sought after by orcs outside the savage tribes, particularly in
battles against armies that field monstrous cavalry. Strangely,
even the most skilled orcish weapon makers outside these
wild tribes seem incapable of creating stabbers as effective as
those made by their primal kin, nor are they able to wield
them to their full potential. For some unknowable reason,
only the savage orcs possess the preternatural knowledge
required to craft and wield these titan-slaying spears.
Big Stabber Tactics
The big stabber always targets the largest creature in the
area, with savage orcs putting as much force behind their
attacks as possible. They will seize any opportunity to strike
again, retreating briefly to reposition before lunging forward
for another devastating stab—unless their weapon is already
impaled in their target.
32
Big Stabber Mishap Table
Big Stabber Mishap
Repair
Check
Medium two-creature weapon (85 lb.) 1d6 Name Mishap Effect Type
33
Two-Creature Weapons
Teams
Some weapons are so massive they require two creatures to
move and operate them effectively. These weapons may be The creatures within a weapons team must stay within 5
oversized firearms, large incendiary devices, or unwieldy feet of each other and the weapon at all times. If one of them
melee weapons such as large drills. Though they come in is ever more than 5 feet away from the weapon or the other
many forms, they have a few common traits: they require two team member, it is no longer part of the team.
creatures to operate, they can be moved without hindrance by
two creatures, and they must be loaded with some form of Moving Two-Creature Weapons
fuel and ammunition on a regular basis to be fired. The follower can no longer move on its turn except to leave
the weapons team. The leader's speed becomes equal to the
Two-Creature Weapon Rules lowest speed among the creatures on the weapons team.
Two-creature weapons require at least two creatures to Whenever the leader moves, it can choose to move the
operate them, and they come with the following additional follower along with it if the follower is willing, even when the
rules considerations: leader is moved against its will.
The Weapons Team Stealth
The two creatures operating a two-creature weapon are While part of a weapons team, a creature has disadvantage
known as the weapons team. The weapons team consists of a on Dexterity (Stealth) checks. Additionally, activating a two-
leader and a follower. Only one creature can be assigned to creature weapon reveals the weapons team's location if they
each role, and they cannot switch roles once assigned, even if are hidden.
one of the roles becomes vacant, unless they leave the
weapons team and rejoin. Repairing Weapons
If a weapon has taken damage but still has at least 1 hit point,
Joining a Weapons Team a creature can spend 1 hour or more attempting to repair the
Joining a two-creature weapons team costs a creature's action damage. The creature must have the necessary tools and
and half of its movement as it equips its part of the weapon. If parts for the repairs. After 1 hour of repair work, the creature
one creature is already part of the weapons team, it may use makes an Intelligence check, adding its proficiency bonus to
its reaction to make an opportunity attack against the the check if it is proficient with the required tools. If the
creature joining the team. Leaving a weapon team requires check succeeds, the weapon regains 2d4 + the creature's
no action as the creature drops its part of the weapon. Intelligence modifier + the creature's proficiency bonus hit
A creature must have both hands available to be on a points. If the check fails, the weapon does not regain any hit
weapons team and can't pick anything else up without points, but the repair can be attempted again using the same
dropping its part of the weapon. tools and replacement parts.
34
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Two-Creature If a Mishap occurs, its effects happen before the effects of the
Fire. This function can't be used if the weapon is out of ammo
Weapon Attributes or if the weapon has a Crank function that hasn't been used
In addition to the common attributes of size, weight, AC, HP, since the weapon was last loaded or fired.
and damage immunity, these weapons have the following Mishaps
additional attributes and considerations: Mishaps represent the weapon experiencing a significant
Hit Points malfunction. There is always a risk of this when firing the
A weapon has hit points that can be restored through repairs. weapon, and some weapons have other circumstances that
When its hit points reach 0, the weapon becomes inoperative risk a mishap. Whenever this risk occurs, roll a d6. On a
and irreparably damaged. result of 1, a Mishap occurs, and the creature who triggered it
must roll on the weapon's Mishap Table to determine the
Weapon DC nature of this malfunction (see the Mishap Table section).
The weapon's DC is used whenever a creature makes a check If the weapon has less than half its hit points, roll 2d6 and
to fix mishaps, when a creature is repairing the weapon, or take the lowest result when checking for a mishap.
the weapon forces a creature to make a saving throw. Unless stated otherwise, you must always check for a
mishap when activating the Fire function.
Challenge Rating
When players face enemies equipped with fully functioning Passive Traits
two-creature weapons, the encounter's challenge rating (CR) This section describes any traits of the weapon has that don't
should be calculated as if the weapon is an additional require actions to utilize.
creature with its own CR. Mishaps table
Ammo / Fuel Most weapons have a Mishaps Table, which describes
Weapons may require ammunition, such as bullets, or fuel, different ways their functionality can go awry under adverse
such as flammable chemicals, to make attacks. This part of conditions. When certain abilities or conditions dictate, roll
the stat block includes the cost of the ammo and the number on this Mishap Table.
of charges it has, which represents the number of times the A creature can attempt to resolve a mishap by using its
weapon can be used before it needs to be reloaded. action to make an ability check based on the nature of the
mishap. The creature making the check can be any member
Functions of the weapons team or anyone else within reach of the
By default, weapons can have three different functions, which weapon. If the creature is proficient with the tools required
can each be activated as an action by creatures on their for repairs and has them at hand, it adds its proficiency bonus
weapons teams. The Load and Crank functions to the check. A successful check ends the mishap. Mishaps
can be activated by the follower, and the Fire that do not have a Repair Check Type cannot be repaired.
function can be activated by the leader. Each Two Creature Weapon Art Credit
function can only be activated once per round.
Orcish Cannonade - Chris Seaman, Wizards of the Coast
Load Holy Frazzle-Cannon - Diego Gisbert, Wizards of the
This function is used by the follower to reload Coast
the weapon's ammunition up to its full capacity.
It requires the follower to have immediate
access to the weapon's ammunition, and
creatures can use their reaction to make
opportunity attacks against it. If a creature hits
the follower this way, it drops the ammo and
wastes its action.
Crank
Not all weapons have this function. If a weapon
does, it must be activated by the follower before
each use of the Fire function to move the ammo
or fuel through the weapon.
Fire
The function is activated by the leader to fire the
weapon. When this function is activated, but before
its effect occurs, roll to see if a Mishap occurs.
35
Iron Orcs
Iron orcs are an elite subrace of orcs
shrouded in mystery, their origins
unknown. Some legends whisper that
they were created by a malign empire
to serve as slave soldiers, bred for war
and obedience. This dark history,
whether true or not, has imbued the
iron orcs with a unique sense of
purpose and a grim determination that
sets them apart from their more chaotic
kin.
Unlike their rowdy and wild kin, iron
orcs are characterized by their dour and
serious demeanor. They approach battle
with a level of discipline and focus that
is rare among orcs. This seriousness is
reflected in their daily lives as well,
where frivolity and infighting are kept to
a minimum. Iron orcs see themselves as
the pinnacle of orcish strength and
discipline, and they hold themselves to a
higher standard, both on and off the
battlefield. This disciplined lifestyle
fosters a sense of fierce camaraderie and
mutual respect that is uncommon in
other orc clans.
36
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The Crimson Spillers
Whereas most orcs are haphazard warriors who fight with
whatever is available and neglect their weapons and armor, The Crimson Spillers are a renowned group of iron orcs,
iron orcs are meticulous in their preparation. They equip infamous for their brutal efficiency and distinctive blood-red
themselves with the finest weapons and armor they can find, armor. This elite clan has earned its name and fearsome
and they take great pride in maintaining their gear. Regular reputation through countless battles, where their crimson-
training sessions are a cornerstone of iron orc society, where clad warriors cut down swaths of enemies with a single,
warriors hone their skills and ensure their equipment is in devastating strike. Their blood-red armor serves not only as
top condition. This dedication to their gear and training not protection but also as a symbol of their ruthless efficiency.
only sets them apart but also makes them a fearsome force in The sight of their blood-red ranks advancing often breaks the
combat, where their well-maintained weapons and armor morale of even the most steadfast foes.
give them a significant advantage. Their combat techniques are specifically designed to
Iron orcs are highly disciplined warriors, capable of maximize the impact of each strike, allowing them to hit
mastering a wide array of weapons. Their extensive training multiple enemies at once with a single, sweeping attack. The
allows them to switch between weapons seamlessly, drawing Crimson Spillers train relentlessly, mastering weapons and
the perfect tool for any battle scenario at a moment's notice. maneuvers that enable them to cleave through enemy lines
This versatility makes them adaptable and unpredictable with brutal efficiency. This ability to strike down several foes
opponents, able to counter a variety of threats with ease. in a single motion creates a wave of destruction that can turn
Their disciplined approach to combat, combined with their the tide of battle in moments. Stories of their exploits, where
mastery of diverse weaponry, ensures that iron orcs remain a entire enemy units are decimated by such powerful,
formidable presence on the battlefield, earning them respect coordinated attacks, have spread far and wide, adding to their
and fear from both allies and enemies alike. fearsome reputation and instilling terror in their enemies.
Bonus Actions
Bonus Actions
Iron Orc, Immortal For the next minute, it gains advantage on all saving
throws and 10 temporary hit points at the start of each
Medium humanoid (orc), chaotic evil
of its turns.
Bonus Actions
Bonus Actions
Multiattack. The orc uses Brutal Encouragement, then Change Da Plan. The orc shouts new orders. The orc and
makes two melee attacks—or three attacks if using its up to two other creatures within 60 feet of it that can
Mace Chopper. hear it and have the Da Plan trait can each switch which
weapon they have mastered.
40
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Iron Orc Mega Warbosses. The iron orc mega warboss is Campaigns led by these mega warbosses become the stuff
the most brutal master of hand-to-hand combat among orc of legends, their conquests etched into the annals of history
kind, capable of sizing up their foes and cutting them down as tales of unmatched savagery and power.
with a single, devastating swing of their massive weapon.
With a war cry that echoes for miles, the warboss summons Orc Bosses Art Credit
iron orcs from across the land, forming a massive army ready Zurgo, Helmsmasher - Ryan Alexander Lee, Wizards of
to sweep away any settlement or opposing force foolish the Coast
enough to stand in their path. Vengeful Warchief - Karl Kopinski, Wizards of the Coast
41
Orc Boss and Orc Warboss Tactics Iron Orc Boss Tactics
Battle Cry and War Surge should be used as soon as Follow the same tactics as a regular iron orc.
possible. Use Brutal Encouragement whenever a creature is
Recharging the Battle Cry using greataxe attacks is a suffering from an effect that prevents it from attacking.
priority. If the orc boss cannot recharge its Battle Cry on Use Change Da Plan whenever the opponent adapts to the
its turn, its minions will try to knock a target prone or use orc's tactics.
the Help action to give it advantage on its next turn.
42
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Iron Orc Mega Warboss Greataxe Chopper. Melee Weapon Attack: +10 to hit,
reach 5 ft., one target.
Medium humanoid (orc), chaotic evil
Hit: 18 (2d12 + 5) slashing damage. If this is the first
attack the orc makes on its turn, it deals an extra 9
Armor Class 18 (plate) (2d8) damage. If the orc has mastered this weapon, the
Hit Points 170 (20d8 + 80) target has disadvantage on its next attack roll before
Speed 30 ft. the start of the orc’s next turn.
MOD SAVE MOD SAVE MOD SAVE Mace Chopper. Melee Weapon Attack: +10 to hit, reach
5 ft., one target.
STR 20 +5 +10 DEX 14 +2 +2 CON 20 +5 +10 Hit: 12 (2d6 + 5) bludgeoning damage. If this is the
INT 14 +2 +7 WIS 14 +2 +7 CHA 18 +4 +9 first attack the orc makes on its turn, it deals an extra 9
(2d8) damage. If the orc has mastered this weapon, a
creature forced to make a concentration check because
Skills Athletics +10, Insight +7, Intimidation +9, of this damage does so with disadvantage.
Perception +7 Pike Chopper. Melee Weapon Attack: +10 to hit, reach
Gear Greataxe Chopper, Mace Chopper, Pike Chopper, 10 ft., one target.
Plate Hit: 16 (2d10 + 5) piercing damage. If this is the first
attack the orc makes on its turn, it deals an extra 9
Senses Darkvision 60 ft., Passive Perception 17 (2d8) damage. If the orc has mastered this weapon, the
Languages Common, Orc target’s speed is reduced by 10 feet until the start of
the orc’s next turn.
Challenge 13 (5,900 XP; PB +5)
Battle Cry. The orc bellows a challenge. Each creature of
Traits
Traits the orc’s choice within 60 feet that can hear it gains
Armed to the Teeth. The orc can draw a weapon as part advantage on its next attack roll until the start of the
of the same action it uses to attack with that weapon. orc’s next turn.
Brutal Encouragement. The orc strikes any number of
Da Plan. When the orc rolls initiative, it may choose one allies within 5 feet. Each ally so struck takes 5 (2d4)
of its weapons to “master,” granting an additional bludgeoning damage and can immediately attempt a
effect until the end of combat (included below). saving throw to end one or more conditions it’s
War Surge (Recharges after a Short or Long Rest). On suffering that allow a save to end. On a failed save, it
initiative count 1, if the orc isn’t incapacitated, it may try again at the end of its next turn.
bellows a war cry. The orc and any creatures of its
choice within 60 feet that aren’t incapacitated can each Bonus Actions
Bonus Actions
move up to its speed toward a hostile creature the orc Aggressive. The orc can move up to its speed toward a
can see and then make one melee weapon attack (no hostile creature it can see.
reaction required).
Change Da Plan. The orc roars new orders. The orc and
Actions
Actions up to two other creatures within 60 feet of it that share
Multiattack. The orc uses Brutal Encouragement, then its Da Plan trait and can hear it may each switch which
makes two melee attacks—or three if using its Mace weapon they have mastered.
Chopper. It can use Battle Cry before or after these
attacks.
Reactions
Reactions
43
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Savage Orc Bosses New Condition: Quickened
Primitive Warlords of Primal Fervor A quickened creature gains an additional action on
Habitat: Desert, Grasslands, Hills, Mountains, Underdark; each of its turns. That action can be used only to
Treasure: Armaments, Individual take the Attack (one weapon attack or unarmed
Among savage orcs, only the fiercest and most devoted strike only), Dash, Disengage, Hide, or Use an
warriors ascend to leadership, assuming the mantle of Big Object action. The haste spell applies the
Boss. These hulking zealots lead through sheer brutality and quickened condition among its other effects, and a
unshakable faith, charging headlong into combat without creature cannot benefit from the quickened
elaborate strategy. Amid roars of crude commands and condition from multiple sources at once.
savage war cries, they carve a bloody path through enemy
lines. Their overwhelming might and primal conviction
embolden their followers, reducing what would be bone- Their influence is so overwhelming that even more
shattering blows to little more than a passing sting. disciplined orcs are drawn into the wave of brutality these
Savage orc bosses guide their tribes on massive hunts and warlords generate, forsaking caution in favor of unchecked
merciless raids. So long as they satisfy their warriors’ need aggression. In the wake of such a primeval paragon, the
for slaughter and retain the blessing of shamans or prophets, civilized world burns.
they remain unchallenged. Their rule is held in brutal
reverence, reinforced by vivid tales of triumphant battles. Savage Orc Boss Tactics
Should they ever lose favor or fail to spill enough blood, Below are some tactical tips to keep in mind when utilizing
would-be rivals swiftly emerge, eager to seize power for these orcs.
themselves.
War Surge should be used as soon as possible.
Savage Orc War Bosses Triggering Savage Resilience using greataxe attacks is a
Those bosses who unite multiple tribes under their banner priority. If the orc boss cannot use its Savage Resilience
earn the fearsome title of War Boss. Their sheer ferocity on its turn, its minions will try to knock a target prone or
pushes their hordes into a destructive frenzy, and only use the Help action to give it advantage on its next turn.
through iron might and a boundless thirst for conflict can Savage Orc Bosses Art Credit
they command such sprawling forces.
Skullcrack - Dave Kendall, Wizards of the Coast
44
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Savage Orc Big Boss Savage Resilience. When the orc hits a creature with the
first attack it makes on its turn, it can let out a warcry
Medium humanoid (orc), chaotic evil
that grants itself and each creature of its choice within
60 feet that can hear it resistance to bludgeoning,
Armor Class 18 (War Paint) Initiative +2 (12) piercing, and slashing damage until the end of the orc’s
Hit Points 97 (13d8 + 39) next turn.
Speed 30 ft.
Actions
Actions
MOD SAVE MOD SAVE MOD SAVE
Multiattack. The orc makes two attacks.
STR 18 +4 +7 DEX 14 +2 +2 CON 18 +4 +7
Greataxe Chopper. Melee Weapon Attack: +7 to hit,
INT 8 -1 -1 WIS 14 +2 +5 CHA 18 +4 +4 reach 5 ft., one target.
Hit: 17 (2d12 + 4) slashing damage. If this is the first
attack the orc made on its turn, it deals an extra 9
Skills Athletics +7, Intimidation +6, Survival +5, (2d8) damage.
Perception +5
Chopper Longbow. Ranged Weapon Attack: +5 to hit,
Gear Chopper Greataxe, Chopper Longbow
range 150/600 ft., one target.
Senses Darkvision 60 ft., Passive Perception 15 Hit: 6 (1d8 + 2) piercing damage. If this is the first
attack the orc makes on its turn, it deals an extra 9
Languages Orc
(2d8) damage on hit.
Challenge 7 (2,900 XP; PB +3)
Bonus Actions
Bonus Actions
Traits
Traits Aggressive. The orc can move up to its speed toward a
hostile creature that it can see.
Primal Surge. When the orc rolls initiative or reduces a
creature to 0 hit points, it is quickened* until the end New condition described at the beginning of this
of its next turn. section.*
Savage Orc Warboss Primal Surge. When the orc rolls initiative or reduces a
creature to 0 hit points, it is quickened* until the end
Medium humanoid (orc), chaotic evil
of its next turn.
Armor Class 19 (War Paint) Initiative +2 (12) Savage Resilience. When the orc hits a creature with the
Hit Points 144 (17d8 + 68) first attack it makes on its turn, the orc can let out a
Speed 30 ft. warcry that grants itself and each creature of its choice
within 60 feet that can hear it resistance to
MOD SAVE MOD SAVE MOD SAVE bludgeoning, piercing, and slashing damage until the
end of the orc's next turn.
STR 20 +5 +9 DEX 14 +2 +2 CON 20 +5 +9
INT 8 -1 -1 WIS 12 +1 +5 CHA 16 +3 +7 Actions
Actions
46
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Savage Idol If that damage reduces the current layer to 0 hit points,
that layer is destroyed, and any excess damage carries
Huge construct (orc), chaotic evil
over to the next layer (or the idol’s own hit points if no
layers remain). Each layer of runes grants the idol and
Armor Class 16 (natural armor) Initiative –2 (8) each friendly creature within 60 feet of it a +1 bonus to
Hit Points 50 (4d12 + 24) (200 with Crumbling Idol) AC, saving throws, and attack rolls.
Speed 50 ft.
Crushing Projectile. The idol has advantage instead of
MOD SAVE MOD SAVE MOD SAVE disadvantage on ranged attack rolls against prone
targets.
STR 22 +6 +6 DEX 6 –2 +2 CON 22 +6 +6
Immutable Form. The idol is immune to any spell or
INT 3 –4 +0 WIS 6 –2 +2 CHA 18 +4 +4 effect that would alter its form.
Actions
Actions
Damage Immunities Poison, Psychic
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Condition Immunities Charmed, Exhaustion, Frightened, target.
Paralyzed, Petrified, Poisoned, Stunned, Unconscious Hit: 22 (4d10) bludgeoning damage, plus an additional
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive 22 (4d10) bludgeoning damage per remaining layer of
Perception 8 runes.
Languages Understands Orc but can’t speak Rock. Ranged Weapon Attack: +10 to hit, range
120/240 ft., one target.
Challenge 9 (5,000 XP; PB +4)
Hit: 22 (4d10) bludgeoning damage. A creature hit by
this attack must succeed on a DC 18 Strength saving
Traits
Traits throw or be knocked prone. If the creature fails this
save by 5 or more, it cannot stand up until the end of
Crumbling Idol. The idol has three layers of runes, each the idol’s next turn unless it expends all its movement
with 50 hit points. Whenever the idol takes damage,
to attempt a DC 18 Constitution saving throw, standing
the current layer absorbs the damage.
on a success.
Hit or Miss: After the attack, the idol takes 22 (4d10)
force damage.
47
Greater Savage Idol Whenever the idol loses a layer of runes, each creature
within 15 feet of it must make a DC 22 Dexterity
Gargantuan construct (orc), chaotic evil
saving throw, taking 16 (3d10) bludgeoning damage
on a failed save or half as much on a success.
Armor Class 18 (natural armor) Initiative +4 (14) The idol and each friendly creature within 60 feet of it
Hit Points 99 (6d20 + 36) (399 with Crumbling Idol) gain a +1 bonus to AC, saving throws, and attack rolls
Speed 50 ft. for each rune layer the idol has remaining.
MOD SAVE MOD SAVE MOD SAVE Crushing Projectile. The idol gains advantage instead of
disadvantage on ranged weapon attack rolls against
STR 24 +7 +7 DEX 6 -2 +4 CON 22 +6 +6 prone targets.
INT 3 -4 +2 WIS 6 -2 +4 CHA 18 +4 +4 Immutable Form. The idol is immune to any spell or
effect that would alter its form.
Damage Immunities Poison, Psychic Actions
Actions
Condition Immunities Charmed, Exhaustion, Frightened, Multiattack. The idol either makes a slam attack against
Paralyzed, Petrified, Poisoned, Stunned, Unconscious each target in a 20-foot cube originating from itself or
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive makes a rock attack against each target within 10 feet
Perception 8 of a point it can see within 220 feet. After resolving
these ranged attacks, the idol takes 33 (6d10) force
Languages Understands Orc but can’t speak damage.
Challenge 19 (25,000 XP; PB +6) Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target.
Traits
Traits Hit: 22 (4d10) bludgeoning damage, plus 22 (4d10)
more for each remaining rune layer.
Crumbling Idol. The idol has three layers of runes, each
with 100 hit points. Whenever the idol takes damage, Rock. Ranged Weapon Attack: +13 to hit, range
the current layer absorbs that damage. If damage 120/240 ft., one target.
reduces a layer to 0 hit points, that layer is destroyed, Hit: 33 (6d10) bludgeoning damage. A creature hit by
and any remaining damage applies to the next layer (or this attack must succeed on a DC 21 Strength saving
the idol’s own hit points if no layers remain). throw or be knocked prone. If it fails this save by 5 or
more, it cannot stand up until the end of the idol’s next
turn unless it uses all its movement to attempt a DC 21
Constitution saving throw, standing on a success.
48
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The Big 'Un Unable to destroy the idol’s sacred pieces, they instead
The Big’n stands as a legend among all Orcish kind—an idol scatter and hide them across distant lands. Undeterred,
of such colossal size and power that no other effigy has ever orcish warbands embark on sacred quests to reclaim and
equaled its holy ferocity. Many orcs believe it to be the reassemble these shards. Many tribes prophesize that one
embodiment of their god walking the earth. Over the day, a warlord with a horde vast enough will rise, awakening
centuries, mighty war tribes have added their own sacred the Big 'Un for good—never allowing it to fall silent again.
touches to its form, layering on enchanted totems, rune
stones, and even the remnants of other savage idols. With Destroying the Big 'Un and Its Shards
each added artifact, the Big 'Un has expanded to awe- If you wish to incorporate the Big’n into your campaign, here
inspiring proportions. are several ways it might be destroyed:
On the rare occasions when the Big 'Un awakens, entire Rivalry Among Orcs. If two orc war bosses battle over a
landscapes are reshaped, and settlements vanish beneath its fragment of the Big 'Un, their struggle may shatter it.
unstoppable fury. Massive hordes of zealous orcs follow close Peaceborne Annihilation. If a peace treaty between two
behind, chanting praises to what they view as the living warring nations is signed upon the remains of the Big 'Un,
embodiment of their divine patron. Its might is so the idol's power could be nullified.
overwhelming that if any portion of the idol is torn free— The Cry of Fear. If a shaman or warlord standing near the
whether by a lucky blow or immensely powerful attack—it remains of the Big 'Un lets out a scream of pure terror, its
comes alive on its own and continues fighting. However, these essence may dissipate.
rampages are short-lived: the unrelenting violence required to Sacred Ruination. To ensure the Big 'Un’s final
keep the Big 'Un on its feet is too great to sustain for long. destruction, each of its four remaining shards must be
In the centuries since its first recorded appearance, inscribed with a master rune, each carved by a different rune-
countless conflicts have ignited over the remains of the Big smith. Once completed, the shards must then be placed atop
'Un. Knightly orders and other warriors of the civilized world separate mountain peaks, where they will be destroyed.
seek to secure its fragments, preventing them from falling
back into orcish hands.
The Big 'Un The Big 'Un then creates a Rogue Shard in an
unoccupied space within 10 feet of it. That Rogue
Gargantuan construct (orc), chaotic evil
Shard acts on its own turn, immediately after the Big
'Un’s turn.
Armor Class 18 (natural armor) Initiative –2 (8)
Hit Points 99 (6d20 + 36) (399 with Crumbling Big The Big 'Un and each friendly creature within 60 feet of
'Un) it gain a +1 bonus to AC, saving throws, and attack rolls
Speed 50 ft. for each layer of runes it has.
Crushing Projectile. The Big 'Un has advantage instead
MOD SAVE MOD SAVE MOD SAVE of disadvantage on ranged weapon attacks against
STR 24 +7 +7 DEX 6 -2 +6 CON 22 +6 +6 prone targets.
INT 3 -4 +4 WIS 6 -2 +6 CHA 18 +4 +4 Immutable Form. The Big 'Un is immune to any spell or
effect that would alter its form.
Condition Immunities Charmed, Exhaustion, Frightened, Multiattack. The Big 'Un either makes a slam attack
Paralyzed, Petrified, Poisoned, Stunned, Unconscious against each target in a 20-foot cube originating from
itself, or it makes a rock attack against each target
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive within 10 feet of a point it can see within 220 feet.
Perception 8 After making ranged attacks with this feature, the Big
Languages Understands Orc but can’t speak 'Un takes 33 (6d10) force damage.
Challenge 25 (75,000 XP; PB +8) Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one
target.
Hit: 22 (4d10) bludgeoning damage, plus 22 (4d10)
Traits
Traits
additional bludgeoning damage per rune layer
Crumbling Big 'Un. The Big 'Un has three layers of runes, remaining on the Big 'Un.
each with 100 hit points. Whenever the Big 'Un takes Rock. Ranged Weapon Attack: +15 to hit, range
damage, the current layer absorbs that damage. If that 120/240 ft., one target.
damage reduces a layer to 0 hit points, the layer is Hit: 33 (6d10) bludgeoning damage. A creature hit by
destroyed, and any remaining damage carries over to this attack must succeed on a DC 23 Strength saving
the next layer (or to the Big 'Un’s own hit points if no throw or be knocked prone. If it fails by 5 or more, it
layers remain). can’t stand up until the end of the Big 'Un’s next turn
Whenever the Big 'Un loses a layer of runes, each unless it uses all its movement to attempt a DC 23
creature within 15 feet of it must make a DC 22 Constitution saving throw, standing on a success.
Dexterity saving throw, taking 22 (4d10) bludgeoning
damage on a failed save or half as much on a success. 49
Savage Idols Art Credit
Earth-Cult Elemental - Aaron Miller, Wizards of the Coast Rumbling Ruin - Jakub Kasper, Wizards of the Coast
Howling Golem - Grzegorz Rutkowski, Wizards of the Earth Elemental - Anthony S. Waters, Wizards of the
Coast Coast
Armor Class 18 (natural armor) Initiative –2 (8) Immutable Form. The shard is immune to any spell or
Hit Points 50 effect that would alter its form.
Speed 50 ft. Impervious Remains. The shard’s remains can only be
destroyed by a wish spell.
MOD SAVE MOD SAVE MOD SAVE
Traits
Traits
50
Epic Kilgrim Battle
Killgrim Ironfist If you wish to make Kilgrim Ironfist into a higher-level threat,
Killgrim Ironfist is a legendary iron orc boss whose origins increase the temporary hit points granted by his Da Stance
are as mysterious as they are brutal. A grizzled veteran, feature to 100 and don't have him lose the benefits of a
Killgrim wandered the wastes with a band of fiercely loyal stance when he switches to a new one. These changes
iron orc warriors, cutting down all who dared to stand in his increase his Challenge Rating (CR) to 20.
path. His journey through desolate lands became the stuff of Killgrim Ironfist Tactics
legend as he bested one orc tribe after another, each victory
adding to his fearsome reputation. As word of his prowess Stances
spread, a following of orcs, monsters, and other creatures Killgrim has three stances, each granting 50 temporary hit
began to amass around him, drawn by the promise of battle points when first entered. Kilgrim should not switch stances
and the glory of victory under his unstoppable leadership. until these hit points are depleted. Once all stances have been
Despite the growing horde that followed him, Killgrim used and no more temporary hit points can be gained, switch
Ironfist preferred the company of other iron orcs, whose to the most effective stance against the current target.
discipline and strength matched his own. He tolerated the Basher Stance: Effective against spellcasters.
presence of lesser orcs and other creatures only as long as Debilitator Stance: Great against nearly every martial
they proved useful in his relentless pursuit of war. A brutal class.
and masterful warrior, Killgrim is scarred from countless Impeder Stance: Useful against highly mobile fighters
battles, with a missing eye that only adds to his terrifying such as monks or rogues.
visage. His weapons, said to be magically enhanced by the
power of his supernatural rage, allow him to wield his axe Reaction: Deafening Bellow
with blinding speed, sending hewn limbs flying in every Use this reaction against any full spellcaster whenever they
direction as he fights. Killgrim is driven by an insatiable need are about to cast a spell and have not been hit by an attack
for combat, never allowing more than a few days to pass from Grim Gore's Basher Stance.
without seeking out a new foe to unleash his fury upon. This
constant hunger for battle makes him a force of destruction Legendary Action: You're Next!
that few can withstand, and his legend continues to grow with Target those most debilitated by Kilgrims's current stance. If
each bloody victory. no temporary hit points are left, switch to the most effective
stance.
Killgrim Ironfist Art Credit Legendary Action: Big Swing
Use this action if Kilgrim can hit two or more targets. Use
Eye of Gruumsh - D&D 3.5, Wizards of the Coast this rather than "You're Next!" if there is one target within
range with a low Strength save.
51
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Kilgrim Ironfist Gut Slasher. Melee Weapon Attack: +12 to hit, reach 5
ft., one target.
Medium humanoid (orc), chaotic evil
Hit: 20 (2d12 + 7) slashing damage. If this is the first
attack Kilgrim makes on his turn, it deals an extra 9
Armor Class 19 (Magic Plate) Initiative +3 (13) (2d8) damage.
Hit Points 152 (16d8 + 80)
Speed 30 ft. Wing Puncturing Javelin. Melee or Ranged Weapon
Attack: +10 to hit, reach 5 ft. or range 30/120 ft., one
MOD SAVE MOD SAVE MOD SAVE target.
Hit: 12 (2d6 + 5) piercing damage. If the target is
STR 20 +5 +10 DEX 16 +3 +3 CON 20 +5 +10 flying, Kilgrim has advantage on the attack, and on a hit,
INT 12 +1 +6 WIS 14 +2 +7 CHA 16 +3 +3 the target must succeed on a DC 18 Strength saving
throw or be knocked prone and dazed until the end of
its next turn.
Saving Throws Str +10, Con +10, Wis +7, Int +6
Bonus Actions
Bonus Actions
Skills Athletics +10, Insight +7, Intimidation +8,
Perception +7 Truculent Dash. Kilgrim can move up to his speed
toward a hostile creature that he can see without
Senses Darkvision 60 ft., Passive Perception 17 provoking opportunity attacks, ignoring difficult terrain.
Languages Common, Orc Reaction
Reaction
Challenge 16 (15,000 XP; PB +5) Deafening Bellow. When a creature within 120 feet that
Kilgrim can see or hear attempts to cast a spell, it must
Traits
Traits succeed on a DC 18 Constitution saving throw or the
spell fails. If the spell is cast using a spell slot, the slot
Da Stance. When Kilgrim rolls initiative or uses a isn't expended. The action, bonus action, or reaction
legendary action, he can choose one of the following used to cast the spell is still lost.
stances until he uses this feature again or combat ends.
The first time Kilgrim enters one of the stances during Legendary Actions
Legendary Actions
combat, he gains 50 temporary hit points that last until
Kilgrim can take 3 legendary actions, choosing from the
combat ends:
options below. Only one legendary action option can
Basher Stance. When Kilgrim hits a creature with an be used at a time and only at the end of another
attack, any concentration saves resulting from the creature's turn. Kilgrim regains spent legendary actions
damage have disadvantage, and the creature cannot at the start of his turn.
cast spells other than cantrips until the end of its
Check. Kilgrim makes a skill check that would normally
next turn.
require an action.
Debilitator Stance. When Kilgrim hits a creature with an
Tenacious Will. If Kilgrim is suffering from an effect that
attack, the target has disadvantage on its next attack
allows him to make a saving throw at the beginning or
roll before the end of its next turn and cannot make
end of his turn, he may immediately make that saving
more than one attack as part of its action or bonus
throw with advantage. He can use this legendary action
action until the end of its next turn.
even while incapacitated.
Impeder Stance. When Kilgrim hits a creature with an
You're Next! Kilgrim moves up to his speed toward a
attack, the target's speed is reduced by 10 feet, and
hostile creature without provoking opportunity attacks,
it cannot take bonus actions until the end of its next
ignoring difficult terrain, and then makes a Gut Slasher
turn.
attack against it. He cannot target the same creature
again with this ability until the end of his next turn.
Gut Slasher. During the first round of combat, Kilgrim Big Swing (Costs 2 Actions). Kilgrim makes a melee
can take his turn at initiative count 22 (losing ties). attack against each creature within 5 feet of him, rolling
separately for each target. If he makes only one attack
Weapons of Fury. Any weapon Kilgrim wields becomes
in this way, the attack has advantage, and on a hit, the
magical, and he cannot be disarmed of these weapons.
target must succeed on a DC 18 Strength saving throw
Actions
Actions
or Kilgrim automatically hits the target with another
Gut Slasher attack. If the target fails by 10 or more, the
Multiattack. Kilgrim makes two attacks. second attack is a critical hit.
52
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Warzog
Da Best Prophet
Habitat: Desert, Grasslands, Hills,
Mountains, Underdark;
Treasure: Individual, Relics
Through the annals of history, countless
prophets, seers, and divine heralds have stomped
across the mortal world, dutifully relaying whatever cosmic
memo their patron deity was dictating to them. Some were
revered. Some were martyred. Some were so nonsensical
that even their own followers couldn’t remember why they Wherever he goes, Warzog seeks out forgotten tribes who
were following them to begin with. But among these celestial are no longer being their best Orcish selves. With great care
mouthpieces, none have ever matched the sheer, unparalleled and even more noise, he riles up the tribe, ensuring they
greatness of the aptly named Warzog, Da Best Prophet. remember that they are the best before leading them in a
Or so claim the orcs. Every single one of them. spectacularly violent corrective campaign against anyone
Enthusiastically. Loudly. And, most often, violently. Other foolish enough to have tricked them into thinking otherwise.
races, for reasons entirely unfathomable to orcish Following a thorough and enthusiastic reaffirmation of
sensibilities, tend to vehemently disagree with this assertion, Orcish Dominance, Warzog then sets off to do it all over
dismissing it as "absurd," "nonsensical," and in one again somewhere else. But before he leaves, he makes sure
particularly strong-worded case, "a total load of hogwash." to use the generous amount of rubble provided by the now-
However, belief in Warzog’s indisputable, irrefutable, departed not-orc population to build massive monuments to
utterly unquestionable status as the greatest prophet stems the Orcish god—just to make sure that no one ever forgets
from his discovery of The Three Categorical Truths of what it means to be an orc.
Everythin’: Why Warzog is Clearly Da Best. Warzog’s far-reaching
1. Orcs are da best. success comes from his knack for making a point without
2. The more Orcish you and your mates are, the more resorting to words. Orcs, after all, don’t care much for talking.
scraps you win. Instead, Warzog demonstrates his fundamental truths
3. If you ever meet a git more Orcish than yourself, just be through action.
even more Orcish. His unshakable self-assured superiority warps reality to his
These fundamental truths have never been disputed by an eccentric will—a sight that would unsettle anyone who isn’t
orc. Even the thickest-headed git understands these an orc. Heads burst at his presence, and both armor and flesh
principles when they are laid bare. The only problems in an crumble under the weight of his unwavering stare. Even the
orc’s life arise when they forget these truths. And truly, this is mightiest champions, should they dare question orcish
the only problem an orc can ever have—usually due to some supremacy, are instantly transformed into small, squirming
other group of un-Orcish fellows attempting to prove their pests before being teleported into Warzog’s iron grip. After
own way of being "the best" in a manner that does not involve all, nothing's more un-orcish than finding yourself turned into
being an orc. Which, of course, is utter nonsense. a shrieking, helpless nuisance in the hands of a true orc.
But this is precisely where Warzog shines. For no one is Such is the legend of Warzog, Da Best. Should you, by
better at reminding them. some astounding chance, meet an orc who claims otherwise,
rest assured—they won’t hold that opinion for long.
53
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Warzog At will: guidance, mage hand, thaumaturgy, brain
burster* (3rd level), brutal glare*, psychic headbutt*,
Medium humanoid (orc), chaotic evil
savage fists*
Armor Class 22 (War Paint) Initiative +10 (20) 3/day each: arcane hand, here we go!*
Hit Points 256 (27d8 + 135) 1/day each: foot of the gods*
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE Quarterstaff Chopper. Melee Weapon Attack: +10 to hit,
reach 5 ft., one target.
STR 18 +4 +10 DEX 18 +4 +4 CON 20 +5 +11
Hit: 8 (1d6 + 5) bludgeoning damage, or 8 (1d8 + 4) if
INT 6 -2 +4 WIS 18 +4 +10 CHA 20 +5 +11 wielded with two hands. If this is the first attack
Warzog makes on his turn, it deals an extra 5 (2d4)
damage.
Skills Athletics +10, Intimidation +11, Performance
+11 Bonus Actions
Bonus Actions
Gear Quarterstaff Chopper Aggressive. Warzog can move up to his speed toward a
hostile creature he can see.
Senses Darkvision 60 ft., Passive Perception 14
Mumbo Jumbo Dance. The Warzog performs a strange
Languages Common, Orc
dance to bolster its allies. One creature within 60 feet
Challenge 18 (20,000 XP; PB +6) of the orc that can see it is quickened** until the end
of the Warzog's next turn. The Warzog can use this
ability only if it hasn't moved during this turn. After
Traits
Traits
using this ability, the Warzog's speed becomes 0 until
Primal Surge. When the orc rolls initiative or reduces a the end of its current turn.
creature to 0 hit points, it is quickened** until the end
of its next turn. Legendary Actions
Legendary Actions
Squiggly Curse (1/Day). On initiative count 20 (losing Warzog can take 3 legendary actions, choosing from
ties), Warzog chooses up to six creatures within 90 the options below. Only one legendary action option
feet of him that he is aware of. Each must succeed on a can be used at a time, and only at the end of another
DC 21 Charisma saving throw. Warzog then chooses creature’s turn. He regains spent legendary actions at
one creature that fails this saving throw, which is the start of his turn.
afflicted by the curse and immediately transformed into Check. Warzog makes a skill check that would normally
a Squiggly Beast (stat block on the next page), require an action.
teleporting into Warzog’s free hand where he
immediately grapples it (escape DC 19). The Jumbo Prod. Warzog uses Spellcasting to cast psychic
transformed creature uses the Squiggly Beast’s headbutt targeting a creature that just took it's turn. if
statistics, except it retains its original hit points, Hit the attack hits, the creature is pushed 15 feet in a
Dice, and Constitution score, as well as its alignment direction of Warzog’s choice.
and personality. This transformation ends if the target Noggin Shaker. Warzog uses Spellcasting to cast brain
dies, Warzog dies, or another creature is afflicted by burster* (3rd level) targeting a creature that just took
this feature. it's turn. If creature fails the saving throw, it drops
The target’s gear melds into its new form; it can’t whatever it is holding.
activate, use, or otherwise benefit from that equipment,
nor can it interact with any dropped gear. It also can’t Snatch Up. Warzog moves up to 20 feet without
speak, cast spells, or perform actions requiring hands or provoking opportunity attacks, then attempts to
speech. Only a spell of 6th level or higher can remove grapple a Squiggly Beast within 5 feet of him that has
this effect. just taken its turn.
Tenacious Will. If Warzog is suffering from an effect that
Actions
Actions
requires him to make a saving throw at the beginning
Multiattack. Warzog makes two melee attacks. or end of his next turn, he can immediately make that
save with advantage, ending the effect on a success.
Spellcasting. Warzog is a spellcaster. His spellcasting Warzog can use this legendary action even if he is
ability is Charisma (spell save DC 18, +11 to hit with incapacitated.
spell attacks). He knows the following spells:
*New spell described in the New Spells section
**New condition described at the end of this section
54
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Epic Battle:
Ju-Ju Ward Ju-ju Squiggly Beast
Tiny monstrosity, chaotic evil
For a mythic encounter with Warzog, increase his hit points
to 512 HP and grant him the Ju-Ju Ward ability. His
Challenge Rating (CR) increases to 21. Armor Class 13 Initiative +2 (12)
Ju-Ju Ward (Recharges after a Short or Long Rest). Hit Points 21 (6d4 + 6)
When Warzog is reduced to 256 hit points or fewer, he may Speed 30 ft.
immediately end any spells affecting him and recharge his MOD SAVE MOD SAVE MOD SAVE
Squiggly Curse ability.
Additionally, while a Squiggly Beast is within 120 feet of STR 5 -3 -3 DEX 14 +2 +2 CON 12 +1 +1
him, he gains a protective ward for the next hour, granting INT 5 -3 -3 WIS 10 +0 +0 CHA 13 +1 +1
him resistance to all damage unless the damage is caused by
a creature that is grappling a Squiggly Beast.
Warzog does not benefit from the ward while he is affected Senses Darkvision 60 ft., Passive Perception 10
by Squiggly Bane. Languages Understands Common, Orc, and Goblin
but can’t speak
Warzog's Lair
Challenge 1 (200 XP; PB +2)
Warzog, being exceptionally busy with the very important
work of lifting the spirits of orcs and grinding down the
hopes, dreams, and vital organs of everyone else, rarely stays Traits
Traits
in one place for long. However, when the Great Prophet is Ju-ju Conduit. Any creature grappling the squiggly
momentarily between bouts of lifting and grinding—or beast can use it as a spellcasting focus while it is
occupied with the delicate artistry of constructing a truly being grappled. Additional, the creature grappling it
massive monument to commemorate a particularly satisfying gets +3 bonus to spell attack rolls and of the saving
session of lifting and grinding—Warzog is capable of throw DCs of spells it casts.
commanding an absurd amount of orcish power. Magic Resistance. The squiggly beast has advantage
Some claim this is due to the divine favor of the Orc Gods, on saving throws against spells and other magical
a cosmic blessing upon their most cherished prophet of a job effects.
well done. Others suggest it merely stems from Warzog's
unwavering and completely self-satisfied sense of a good Actions
Actions
day's work. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Lair Actions one target.
When Warzog rolls initiative, his lair awakens to aid him, and Hit: 4 (1d4 + 2) piercing damage.
until combat ends or Warzog dies, the lair has an Intelligence Squiggly Boon. The squiggly beast rolls a d6 and
6 and can act of its own accord but always acts in Warzog's chooses one creature within 5 feet of it. That
best interest. While active this way, the lair is aware of the creature adds the result of the roll to its AC and any
location of any creatures within it. On initiative count 20 saving throws it makes until the end of the squiggly
(losing initiative ties), the lair can cause one of the following beast’s next turn.
effects; it can't use the same effect two rounds in a row: Squiggly Bane. The squiggly beast rolls a d6 and
While in his lair, Warzog's challenge rating increases by 1. chooses one creature within 5 feet of it that is not
Ju-Ju Hex. The lair chooses a Squiggly Beast within it, grappling it. That creature subtracts the result of the
cursing the creature with a Ju-Ju Hex for 1 minute, until roll from its AC and any saving throws it makes until
Warzog dies, or until the creature receives the Squiggly the end of the squiggly beast’s next turn.
Boon. While cursed, the creature takes 13 (3d8) force
damage at the end of each of its turns. Bonus Actions
Bonus Actions
Ju-Ju Surge. Warzog gains a surge of ju-ju energy. This Nimble Escape. The squiggly beast takes the Dash,
effect lasts until he leaves the lair, dies, use this action again, Disengage, or Dodge action.
or is affected by Squiggly Bane. While benefiting from the
surge, Warzog regains 13 (3d8) hit points at the end of each Reaction
Reaction
of his turns. Absorb Spell. If the squiggly beast is subjected to a
Mumbo-Jumbo Burst. The lair chooses a Squiggly Beast spell that allows it to make a saving throw to take
within it and releases a surge of energy in a 20-foot radius only half damage, it instead takes no damage on a
around it. Each creature other than a Squiggly Beast in that successful save, and half damage on a failed one.
area must make a DC 18 Constitution saving throw, taking Also, if it succeeds, it can choose itself or another
16 (3d10) force damage on a failed save, or half as much on a creature within 5 feet of it. The first time the chosen
success. creature hits with an attack on its next turn, the
target of that attack takes an additional 10 (3d6)
force damage.
55
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New Condition: Quickened
A quickened creature gains an additional action on
each of its turns. That action can be used only to
take the Attack (one weapon attack or unarmed
Warzog's Tactics strike only), Dash, Disengage, Hide, or Use an
Object action. The haste spell applies the
Warzog's primary goal during battle is to keep hold of the Ju- quickened condition among its other effects, and a
Ju Squiggly Beast, if there is one. His priority target is any creature cannot benefit from the quickened
creature currently holding the Squiggly Beast. condition from multiple sources at once.
Default Spell Usage
Stomping Foot. A great opening move to force grouped
enemies into unfavorable positions. Focus on prone creatures Legendary Actions
to gain bonus damage. Snatch Up. Used to retrieve a Squiggly Beast that has
escaped, if it is within 20 feet.
Arcane Hand. Use if foot of the gods is not available. Noggin Shaker. Forces a creature to drop the Squiggly
Beast. Useful if the target has a high Strength saving
Primarily used to grab backline opponents and drag them throw.
into melee combat. Jumbo Prod. Used when:
Can also be used to grab and restrain the Squiggly Beast. The creature holding the Squiggly Beast is more
than 20 feet away from Warzog.
Headbutt. Used to break the concentration of enemy Use on the Squiggly Beast itself if it is not currently
spellcasters. grappled.
Priority over all other spells if an enemy spellcaster is Lair Actions
concentrating on a higher-level spell than Warzog can Ju-Ju Surge. Used if Warzog is holding the Squiggly
cast. Beast.
Ju-Ju Hex. Used if enemies are spread out. Targets the
creature furthest from the Squiggly Beast.
Brain Burster. Use frequently to disrupt enemy spellcasters. Mombo-Jumbo Burst. Used if two or more creatures are
within 15 feet of the Ju-Ju Beast.
Brutal Glare. Use when:
Warzog Art Credit
Two or more targets with low Dexterity are in range. Ogre Shaman - Parente, Wizards of the Coast
A 5th or higher-level spell is not available. Necratog - Bryan Talbot, Wizards of the Coast
56
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Revision Numbers
New Content Referenced Content
New Creatures Lore of Beasts
Orc Shaman, Lesser 1.0.0 Amber Spear
Orc Shaman 1.0.0 Aspect of the Beast
Orc Shaman, Greater 1.0.0 Bestial Spirit
Savage Orc Shaman, Lesser 1.0.0 Call of the Pack
Savage Orc Shaman 1.0.0 Impenetrable Pelt
Savage Orc Shaman, Greater 1.0.0 Monstrous Transformation
Orc 1.0.0 Primal Dominance
Orc Brute 1.0.0 Summon Flock
Orc Archer 1.0.0 Wild Surge
Orc Hole Puncher 1.0.0
Savage Orc Infantry 1.0.0 Lore of Orcs
Savage Orc 1.0.0 Brain Burster
Savage Orc Brute 1.0.0 Brutal Glare
Savage Orc Archer 1.0.0 Foot of The Gods
Savage Orc Striker 1.0.0 Here We Go!
Big Stabber 1.0.0 Mind Spike (Revised)
Iron Orc 1.0.0 Psychic Headbutt
Iron Orc, Crimson Spiller 1.0.0 Savage Fists
Iron Orc, Immortal 1.0.0
Orc Big Boss 1.0.0 New Mechanics
Iron Orc Boss 1.0.0 Two-Creature Weapons Teams 1.0.0
Orc Warboss 1.0.0
Iron Orc Warboss 1.0.0 New Conditions
Iron Orc Mega Warboss 1.0.0
Savage Orc Big Boss 1.0.0 Berserk 1.0.0
Savage Orc Warboss 1.0.0 Wounds 1.0.0
Savage Idol 1.0.0 Quickened 1.0.0
Greater Savage Idol 1.0.0
The Big 'Un 1.0.0
Rogue Shard 1.0.0
Kilgrim Ironfist 1.0.0
Warzog 1.0.0
Ju-ju Squiggly Beast 1.0.0
New Item Types & Magic Items
Choppers 1.0.0
Axe of the Last War 1.0.0
Axe of the Last War 1.0.0
The Big Smasher 1.0.0
Gut Slasher 1.0.0
Iron Gnashers 1.0.0
Seeking Chopper 1.0.0
Spiteful Shield 1.0.0
Staff of Wild Weirding 1.0.0
Sword of Screaming Insults 1.0.0
Orc-Blessed Armour 1.0.0
Warclan's Horn 1.0.0
Baleful Mask 1.0.0
Bonewood Staff 1.0.0
Frost Basher 1.0.0
Orcish War Paint 1.0.0
Pike of the Beast 1.0.0
Spike Spitter 1.0.0
Zapper Wand 1.0.0
57
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Change Log
Document
1.0.0
Document release
2.0.0
Add savage orc themed content
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.