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Orc Warlord

Challenge
Tags
str
18
dex
18
con
16
int
10
wis
12
cha
14

AC 19 (half plate)

HP 180 (24d8 + 72; bloodied 90)

Speed 40 ft.


Proficiency +3; Maneuver DC 15

Saving Throws Str +7, Dex +7, Con +6, Wis +4

Skills Athletics +7, Intimidation +5, Perception +4, Stealth +7, Survival +4

Senses passive Perception 14

Languages any one


Bloodied Rage. When the orc warlord becomes bloodied it does an addtional 10 (1d12 + 4) damage on a successful attack.


ACTIONS

Multiattack. The warlord attacks twice.

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. If the warlord has moved this turn, this attack is made with advantage .

Iron Bow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Additionally, if the iron bow strikes a target wielding a shield and scores a critical hit, the shield is broken, or if the shield is magical it instead becomes mundane for 1 hour.


BONUS ACTIONS

Elite Recovery. The warlord ends one negative effect currently affecting it. It can use this bonus action as long as it has at least 1 hit point, even while unconscious or incapacitated.

Aggressive Charge. The warlord moves up to their Speed towards an enemy they can see or hear.

Whirling Axe. The warlord attacks with their greataxe.

Description

The generals and elite fighters of a war horde hew through the front lines of battle with broad-bladed axes. The statistics of a warhordling orc war chief can also be used to represent the leaders of a war horde composed of humans or other heritages.

Encounters

CR 0–2 1d8 warriors ; 1d4 dragonbound , shadow elf , or warhordling orc warriors berserker ; ork urk

Treasure ivory hunting horn (75 gp), potion of animal friendship

CR 3–4 1d4 + 4 dragonbound , shadow elf , or warhordling orc warriors ; warrior band ; 2 berserkers ; berserker with 1d6 + 2 warriors ; berserker with black bear , dire wolf , or druid ; ork urk with 1d6 + 2 warhordling orc warriors

Treasure dragon-tooth necklace (250 gp), eyes of the eagle

CR 5–10 3 to 4 berserkers riding axe beaks , camels , elk , or riding horses ; berserker with 2 warrior bands and brown bear , druid , or saber-toothed tiger ; 3 to 5 ork urks]; [[orc urk with 1d10 + 10 warhordling orc warriors ; warhordling orc war chief with 1d10 + 2 warhordling orc warriors ; champion warrior ; shadow elf champion warrior ; duelist ; shadow elf champion warrior with 1d10 + 2 shadow elf warriors

Treasure silver drinking ewer (250 gp), gold and spinel gemstone necklace (250 gp), 2 gold rings (75 gp each), 3 amber gemstones (100 gp each), potion of stone giant strength , boots of speed

CR 11–16 champion warrior with 4 to 6 berserkers ; warhordling orc war chief with warhordling orc eye , 2 ork urks , and 1d10 + 2 warhordling orc warriors ; 2 shadow elf champion warriors] with 1d10 5 [[shadow elf warrior

Treasure 1,400 gp, 5 amethyst gemstones (100 gp each), silver and topaz crown (2,500 gp), 2 potions of invisibility , Horn of Valhalla (bronze)

 

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.