OSR: Orcs
- seeroftheabyss
- 21 minutes ago
- 27 min read
Orcs are savage barbarians who dwell beyond the lands of civilized men. They build nothing, create nothing, naturally living in squalor and poverty. They care for nothing but the simple joys of life: eating, fighting and fornicating. When they need something, they take it from another Orc or force him to make it for them. When another Orc cannot, they enslave someone else to do it for them. Orcs live for violence and glory and to praise their foul Gods.
Origins (according to the Orcs):
Orcs are the children of Grumm and Laga, their creator Gods. Grumm was once a great and terrible warrior for Heaven's cause, vanquishing evil and defeating great beasts that threatened the world. He won many honors in the Court of Heaven and was praised by all. However, when the other Gods created races to inhabit the Earth, Grumm was denied this honor. The other Gods informed him that though they loved him for his strength, he had not earned the right to create or fill the world, despite the fact that without him, there would be no world. When he insisted that he be granted this right, they reluctantly agreed. So Grumm created his people, who were more beautiful and wise than all other races.
At the sight of these splendid creatures, the other Gods became filled with jealousy and struck them with plagues, wiping them out to the last. When Grumm protested, he was ignored, then mocked, then finally threatened. They ordered him not to create any more creatures. Grumm refused to listen to them, but when he tried to recreate his people, he was attacked and killed. His murderers then tore him to pieces and scattered his body, so that he would not return to life. They then lied and told everyone that Grumm had left on a quest and would not return for a long time.
However, Laga, Grumm's wife knew the truth and was filled with rage and sorrow. So she found her husband's genitals and consumed them. This caused her to overflow with power, which caused her to give birth to the 12 Protectors. The Gods, when they saw this attempted to slay her and her children, but the Protectors sprang to their Mother-Wife's defense and spirited her away. Once she was safely hidden away, they combined their power and transformed the blood of Grumm into the Orcs. They were to be the weapon through which the Protectors and Laga would be revenged, through which the Murderous Gods would be thrown down and destroyed.

Orc Allies:
1d6
1- Goblins. Goblins are very annoying, but their natural magical ability and complete disregard for danger makes them useful to the Orcs.
2- Kobolds. Kobolds are clever little bastards, capable of impressive feats of stealth and construction. Orcs don't care about either of these things, but a good Battlechief understands the need for scouting and intelligence.
3- Ogres. Ogres are big and stupid, so they can be easily bullied or peer-pressured into helping the Orcs. Plus, they don't care about things like slaves, just feed them and tell them what a good boy they are and they're happy.
4- Trolls. Trolls are horrible, ancient things with terrible intelligence and immortal bodies. It takes a brave Battlechief to approach one and try to convince it to help you. They can fight though.
5- Half-Orcs. The spawn of Orcs and their slaves, Half-Orcs either hate themselves, are desperate to fit in with their pureblood kin or both. They can be treacherous or suffer from pangs of conscience but often they are just as, if not more brave than ordinary Orcs, as they want nothing more than to be a "true" member of the tribe.
6- Auxillaries from the Lesser Races. Most other species (besides those above) would let themselves be killed than fight with the Orcs, but some are desperate, blood-thirsty or wicked enough to take the Battlechief's offer. This offer is not always made though, as some Battlechiefs would consider it dishonorable to even associate with a member of the lesser race, not counting slaves, of course.

Orc Warrior
Number Appearing: 2d6 (min 2)
Alignment: Chaotic Evil
Languages: Orcish
Treasure: Scavenged weapons and armor, small amounts of copper or silver
HD 2
AR 1
Atk Weapon (1d8)
Mor 12
Saves 9 or less
Savage Rage: 1/Day, an Orc can fly into an insane rage. While in this rage he gains +2 to Atk and Def rolls and gains +1d4 HP. While raging, an Orc must make an attack each round. If he kills all his enemies, he may attack allies if he cannot stop his rage. He will keep attacking until he passes a save, falls unconscious or dies. On his turn, an Orc can make a save- on a successful save, the Orc stops raging.
Tactics:
- Rush the enemy
- Attack blindly, without thinking or planning
- Try to claim as much glory for yourself as possible
The average Orc Warrior is a brutish beast, interested only in claiming as much glory and plunder for himself as possible. He travels with other Orcs but does not usually train or fight together with them. An Orc Warband is less organized unit and more loose fraternity. Orcs will help each other on the battlefield, but opportunistically, not because they are following tactics or strategy. This is most obvious when two Orc Warbands clash- the battlefield breaks down into a thousand individual duels, each Orc fighting his opponent one-on-one or in small groups.
All Orc Warriors seek to accumulate 'Kai', the Orc word for glory on the battlefield. The harder an action is to undertake, the more Kai it accrues. For example, killing an enemy is a small amount of Kai, though it depends on how an enemy is killed. Killing an enemy with a ranged weapon, unless it was a very impressive shot, always accrues less Kai than fighting in melee. Taking an enemy captive can be even more Kai, depending on the enemy.
For example, capturing a Goblin provides almost no Kai, while capturing a skilled human warrior can accrue much Kai. Stealing treasure also brings Kai, with the amount depending on how much treasure the Orc acquires. Orcs have different ways of displaying their Kai- some collect grisly trophies, while others ritually scar themselves. As such, if you see an Orc with a cape covered in strips of flayed skin or covered in dozens of geometric scars then you should be very, very worried.
However, don't let the idea of Kai trick you into believing Orcs have honor. They do not, at least, when dealing with non-Orcs. Orcs do behave, somewhat, honorably towards other Orcs special creatures known as Green-Guts. A "Green-Guts" is believed to be an Orc soul that was stolen and placed into the wrong type of body. To become a Green-Guts, you must demonstrate a level of savagery, violence and blood-lust that impresses even a band of Orcs, so typically the only creatures that reach this level are vicious things indeed.

Orc Seeker
Number Appearing: 1 + 1d6 Orc Warriors
Alignment: Chaotic Evil
Languages: Orcish, Lingua Franca
Treasure: Higher quality weapons and armor, plundered coins and jewels, slaves, possibly demon-forged weapons and armor
HD 1d4
AR 1d3
Atk Weapon (1d8+2/1d8+2)
Mor 10
Saves (7+HD) or less
Savage Rage: 1/Day, an Orc can fly into an insane rage. While in this rage he gains +2 to Atk and Def rolls and gains +1d4 HP. While raging, an Orc must make an attack each round. If he kills all his enemies, he may attack allies if he cannot stop his rage. He will keep attacking until he passes a save, falls unconscious or dies. On his turn, an Orc can make a save- on a successful save, the Orc stops raging.
Soothing Presence: While fighting with an Orc Seeker, all Orcs have advantage on any save meant to exit their Savage Rage. This bonus also applies to the Seeker.
Commander: Unless accompanied by an Orc with more Kai than they, an Orc Seeker commands nearby Orcs and can, as a free action, give them orders. The Orcs generally obey orders, unless they are either frightened or see an opportunity to benefit from disobedience- in either case, the Orcs must succeed on a Morale Check to obey the orders. Otherwise, they follow their impulses, either to run or exploit the opportunity.
Tactics:
- Lead from the Front
- Seek Kai in Battle
- Avoid serious danger if possible
Orc Seekers are Warriors who have seriously dedicated themselves to the pursuit of Kai, not content to merely fight in someone else's Warband. Some are motivated by material reasons, land, status and wives, but some pursue it for spiritual ones. These Orcs seek not only status, but to please the Demonic Masters of the Orc Race. As such, they gather bands of followers and lead raids into civilized lands, seeking to accrue Kai for themselves and bring sword and fire to their ancient enemies. Orc Seekers hope that by doing this they will attract the attention of their foul Gods, who will reward them with power and blessings.
These Orcs also act as leaders in larger bands of Orcs which are led by more powerful Orcs. Seekers are not content to merely serve however- they seek eternal power and glory and will do whatever it takes to achieve this. As such, while a Battlechief can greatly benefit from the council of experienced Seekers, he must never fully trust them for while all Orc Crowns are forged in blood and iron, many have been stolen by a dagger in the dark.

To customize an Orc Seeker, roll on the tables below:
What does he fight for?
1d4
1- Status. This Seeker seeks to rise in Orc society and the only way to do that is to accumulate Kai through victory in battle.
2- Plunder. This Seeker is very interested in the riches that can be harvested from the lands of the lesser races. Specifically, he is interested in 1d4 [1= Gold and Silver; 2= Jewels; 3= Weapons and armor; 4= Slaves.]
3- Vengeance. This Seeker seeks to avenge a defeat he or his allies suffered.
4- The Gods. This Seeker fights not for himself, but the for the Demonic Gods of the Orc Race.
How many Orcs does he command?
1d3
1- None. This Seeker commands no Warriors because 1dX [1= He never recruited any; 2= They all died in battle; 3= They abandoned him.]
2- Few. This Seeker commands a small number of Orcs- were he to leave and takes his Warriors with him, the Battlechief's forces would be diminished, but it would not be a crippling loss.
3- Many. This Seeker commands many Orcs. He is considered a threat to the leader if part of a larger group. If part of a smaller group, he is the leader and has 1d3 lesser Seekers working under him.
How does he fight?
1d3
1- From the front, as is only proper. He is a true Orc, charging in for blood and guts and glory.
2- From the front, but is cautious. He is a true Orc, but he is not going to sacrifice himself or take unnecessary risks.
3- From the front, but he uses 'Mannish' tactics. Unlike other Orcs, he believes humans have made some interesting contributions to warfare. He shows these opinions by 1d4 [1= Using a shield; 2= Being accompanied by an 'Honor Guard' of Warriors who's job it is to protect him; 3= By using a ranged weapon when appropriate; 4= By using poison on his weapon.]
How good of a leader is he?
1d4
1- Terrible. He is a terrible leader- no one likes him. His Orcs will abandon him at the first sign of trouble.
2- Selfish. He is a selfish leader- he will sacrifice his Orcs in pursuit of his ambition and cares naught for them. They have a 50% of knowing this, otherwise he masks it behind a shroud of Orkish charisma.
3- Competent. He is a good leader, his Orcs will usually obey his orders and work to protect him.
4- Excellent. He is loved by his Orcs, they would die for him. His rivals and superiors view him as a threat.
Have the Orc "Gods" favored him?
1d6
1-2- No.
3- Not yet. He needs but one more victory or bloody feat to earn it.
4- Yes, with a Black Blessing. He 1d4 [1= Cannot be harmed by fire; 2= He gets stronger the more opponents fight him at once, gaining +1 to Atk per opponent past one; 3= He cannot be surprised; 4= He regenerates 1 HD per round.]
5- Yes, with a Cursed Blade. He wields 1d4 [1= The Axe Blackbite- 3/Day, on a hit, save vs disease. On a failed save, you contract the Black Rot, which causes your flesh to putrefy while you still live; 2= The Mace Skullsmasher- 3/Day, on a hit, take +1d8 CON damage on a hit. If this reduces your CON to 0, your head explodes and you die; 3= The Sword Thatchcutter- 3/Day, it can turn non-magical shields or armor to straw; 4= The Spear Dire Dirge- 3/Day, it can emit a terrible sound that forces all creatures who hear it to save or become frightened. Creatures frightened of the wielder of Dire Dirge have disadvantage on Atk rolls against him.]
6- Yes, with Ensorcelled Armor. He wears 1d4 [1= Black Iron Mail- 3/Day, the wearer can prevent all damage an iron or steel weapon would do to him; 2= Cape of King's Hide- 3/Day, the wearer can force a creature to save or be Charmed by the wearer for 1 hour. Those who fail their save become an obedient servant for the duration until ordered to do something that would violate their moral code or put them in severe danger. On a successful save, the creature takes 1d4 damage; 3= Murder's Mantle- 3/Day, allows the wearer to grow a pair of black wings that enable flight for up to 10 minutes; 4= Storm's Vengeance- 3/Day, when harmed by a creature, the wearer can force that creature to take 1d6+X lightning damage, where X is the number of metal objects a creature is carrying.]

Orc Priest
Number Appearing: 1 or 1d3+1
Alignment: Chaotic Evil
Languages: Orcish, Lingua Franca, 1 Archaic Language
Treasure: Religious garb, badge of office, trophies taken from important (non-Orc religious sites), quality weapons and armor
Number Appearing: 1 or 2d4
Alignment: Any Evil
Languages: N/A, but is telepathic
Treasure: Food, small piles of coins, gems, random shiny objects, scraps of fine fabric, anything that could be stolen by rats
HD 1d3
AR 1d3
Atk Weapon (1d8+1) + Quick Weapon (1d6+2)
Mor 14
Saves (7+HD) or less
Savage Rage: 1/Day, an Orc can fly into an insane rage. While in this rage he gains +2 to Atk and Def rolls and gains +1d4 HP. While raging, an Orc must make an attack each round. If he kills all his enemies, he may attack allies if he cannot stop his rage. He will keep attacking until he passes a save, falls unconscious or dies. On his turn, an Orc can make a save- on a successful save, the Orc stops raging.
Song of Faith: Orc Priests all know (HD) Songs of Faith which they can sing as an action. Each round as an action, they can continue singing this song to continue to grant it's bonus to any Orcs that can hear it. The Priest can move and sing, but if makes an attack or takes another action, any effects from his Song end.
Fight your Fear: As long as an Orc Priest is part of a group of Orcs, all Orcs make morale checks at advantage.
Tactics:
- Charge in
- Lead the attack
- Ensure all Orcs can use 'Savage Rage'
Besides Laga, the Mother of All Orcs, Orcs worship a pantheon of vile Demon-Kings which they call the 12 Protectors, the Protectors or simply, the 12. Together with Mother Laga they make the Blessed 13, the holiest number of Orc-kind. Scholars debate amongst themselves what these Demons actually did, if anything to create the Orcs. Perhaps they were the creations of Grumm and Laga, or her children alone, or maybe they are mere opportunists who somehow attained pseudo-divinity through the worship and sacrifices of the Orcs.
Regardless of the truth, the Orcs venerate them with great fervor and their Priests interpret the will of the Protectors. When the Protectors tell them to fight other Orcs (because the Demon-Kings are squabbling in the Dark) they do so. When the Priests tell them that all Orcs must band together (under their Battlechief) to fight the lesser races, the Orcs heed their words. For this service, Orc Priests are blessed by the Protectors, given Black Blessings and Dark Powers through which they can protect their kinsmen and help guide the Orcs to eternal victory against the Gods and their wicked children.

To customize an Orc Priest, roll on the tables below:
What Song of Faith does he know?
The Song of...
1d6
1- War. While the Priest sings this song, all Orcs allied with the Priest receive +2 to Atk and Def rolls for as long as he sings.
2- Hate. While the Priest sings this song, all enemies of the Priest take 1 damage per round on his turn, regardless of resistances or immunities.
3- Life. While the Priest sings this song, all allies of the Priest heal 1d3 HP per round.
4- Blessing. While the Priest sings this song, no Divine Power can affect the Orcs, except for that belonging to the Orc Gods.
5- Honor. While the Priest sings this song, all Orcs allied with the Priest gain 20% Magic Resistance. This increases by +20% for each Orc Priest who sings it (max +80%).
6- Wrath. While the Priest sings this song, all Orcs can enter a Rage state as per 'Savage Rage' without activating their ability.
Is he favored by the Gods?
1d2
1- No.
2- Yes.
If "Yes", how so?
1d4
1- He has been given a Black Blessing. He can 1d4 [1= 1/Day, teleport up to 100' as a free action; 2= Turn his blood acidic, if anyone injures him in melee combat, that creature must save or take 1d6 acid damage; 3= 3/Day, increase his speed dramatically for 1d4 rounds, giving him advantage on all Def rolls and checks made to dodge or evade; 4= 1/Day, he can make himself immune to sharp damage for 1 minute.]
2- He has been an Instrument of Apocalypse. He has 1d4 [1= The Devil's Fiddle- allows him to commune with the Demons he serves and shoot 2d6 fire bolts; 2= The Drum of Screams- allows him to force all humans to save vs fear 1/Day or become frightened of him; 3= The Horn of Hell- 1/Day, can raise up to 20 HD worth of Undead from nearby corpses. Corpses rise with a number of HD equal to what they had while still alive. These Undead obey the horn-blower for 24 hours, then are free to do as they wish; 4= Oriphean Lyre- 1/Day, can resurrect a creature who died, but who's soul has not move on to the afterlife, at full HP.]
3- He has been given a Cursed Blade. See above under "Orc Seeker".
4- He has been given a servant. This servant is 1d4 [1= A Demon-possessed Orc; 2= A half-Orc, desperate to prove his worth to the Priest; 3= A slave, broken through repeated torture until he (or she) "loves" his Orc Master; 4= A pious Orc Seeker.]
How do the other Orcs feel about him?
1d4
1- Hated. The other Orcs hate him, either because they feel slighted by the Gods or he lords his status over them. If he was in trouble, they would leave him to die.
2- Feared. The other Orcs are terrified of him, believing him to be the chosen of the Gods. They would not raise a hand against him and would rescue him if he needed help.
3- Respected. The other Orcs respect him, but they don't particularly love him either. They would help him, but only if it wasn't too big a risk for them.
4- Adored. The other Orcs revere him like he's one of the 12 Protectors. The other Priests are horribly envious and the Battlechief is concerned that the Priest might try to usurp his position.

Orc Demoniac
Number Appearing: 1
Alignment: Any Evil
Languages: Orcish, Lingua Franca, 1d6 other languages
Treasure: Offerings granted to the demon based on it's nature. For a Demon of Rage, this will be flayed skulls and skin-banners, for a Demon of Lust, slaves and fine perfumes.
HD 1d4+2
AR 3
Atk Weapon (1d8+3/1d8+3)
Mor 15
Saves (7+HD) or less
Possessed: The Demoniac is possessed by a Demon. It has the powers of a Demon, but also it's weaknesses. It can be repelled by anti-Demonic runes, bound, harmed by anti-Demon weaponry and exorcised.
Stolen Flesh: The Demon possessing the Orc cares naught for the body. It feels no pain nor is slowed by wounds that would otherwise slay an ordinary living creature. Only by killing the host or destroying the body can you prevent the Demon from using this host to strike at you.
Emotional Aura: All Orc Demoniacs exude an aura of emotion based on whatever type of Demon is possessing them. This aura automatically affects all creatures within 50'. To see what the effects of this aura, see below. If the Demon has 4 or more HD, it can turn this aura on or off at-will.
Possession: If a Demon's host is killed, it can attempt to jump to a new host. One creature it targets must make a COG check vs the Demon's 1d20+(1d2*HD(min +2)). If the creature wins, the Demon cannot enter his mind. If the Demon wins, the Demon invades his mind and will attempt to seize control of his body (see below).
Tactics:
- Vary, depending on the nature and powers of the Demon
Orc Demoniacs are Orcs who, sometimes willingly, allow Orc Priests to perform a ritual through which one of the servitors of their Protectors are summoned from Below and place the Demon within the Orc's body. This allows the Demon to walk in the world of flesh and directly take action to ensure it's master's will is done.
Orc Demoniacs mostly look like normal Orcs on the outside, but there is always some sign that they are different. Perhaps they have pitch-black or glowing red eyes, or horns, or other mutations. Maybe they are covered in glowing runes or tattoos that move and shift on their skin like they're alive. Regardless, there is always a hint that they are not normal.
Demoniacs are extremely hard to fight, as unlike other Orcs, they care nothing for the flesh they wear. They feel no pain and can ignore almost any non-fatal injury, even one that would be mortal. Only by severing the head or destroying the body, such as by mutilating it or cutting it in half, can you banish the Demon. When you do so, there will be a burst of energy as the Demon is released, often in the form of red and black smoke, bubbling tar, sickly yellow-green light or simply the feeling of a malevolent presence hanging over you.
Since Demons hate being killed and banished back Below, they will usually attempt to possess another body when their host is killed. This is perhaps their most dangerous ability, as it allows them to directly remove great warriors from their enemies' side and take their powers for the Orcs. There have been many occasions where famous warriors have gone to war against the Orcs, only to later be seen marching with them, clad in a halo of demonic power. Few things can break the will of the enemy like their own champion, forced to fight against them.
When they fight, Orc Demoniacs will sometimes taunt and torment their enemies, telling them of how the soul of the body the Demon possessed is still inside, forced to watch as the Demon carries out horrible atrocities using his hands. When you see such miserable creatures, it is an act of mercy to destroy them.
<Sidebar>
Psychic Combat:
When a creature invades another creature's mind, those creatures engage in a battle within their mind. Each creature pits will against will. Creatures make attacks each round against each other, each rolling 1d20+[COG modifier]. A creature's Mental HP is represented by their CHA score. If reduced to 0 CHA, a creature becomes helpless and can either be displaced and forced out of their own body or suppressed and the dominant soul can take control of the body for 1 day.
If a soul is without a body, it is considered "Dead" by the standards of the Universal Law and so psychopomps will come to ferry them to the Afterlife. Yes, your body may technically still be alive, but that doesn't matter to the spirit who has come to pick up your soul. They have a quota to meet so hurry this up.
Souls outside of the body, assuming they take no damage, recover 1d6 CHA per hour, while a suppressed soul only recover 1 point of CHA per day.
</Sidebar>

To customize an Orc Demoniac, roll on the tables below:
What kind of Demon is this?
1d6
1- An Angel of Anger/Demon of Rage. This Demon exudes an aura of Rage. All creatures within range of it must save or take 1d6 COG damage per round. If reduced to 0 COG they become shrieking berserkers, attacking anything within range in an orgy of slaughter and violence. They will not attack the Demon if reduced to this state and the Demon can, if it succeeds on a COG check, direct the berserkers to attack anyone it wishes.
2- An Angel of Alarm/Demon of Fear. This Demon exudes an aura of Fear. All creatures within range of it must save or take 1d6 COG damage per round. Creatures who have taken COG damage from this Demon become frightened and will not want to approach it and make all melee attacks with disadvantage. If reduced to 0 COG, they flee in terror and are haunted by the Demon for the rest of their life.
3- An Angel of Ardor/Demon of Lust. This Demon exudes an aura of Lust. All creatures within range of it must save or take 1d6 COG damage per round. Creatures who have taken COG damage from this ability will have to successfully save to attack the Demon. If reduced to 0 COG, they will be reduced to beasts in heat, copulating with the nearest available partner, by force if necessary.
4- An Angel of Ego/Demon of Pride. This Demon exudes an aura of Pride. All creatures within range of it must save or take 1d6 COG damage per round. Creatures who have taken COG damage from this ability become filled with pride and cannot work together well- they must pass a save in order to cooperate. If reduced to 0 COG, creatures will gain a massively inflated ego and become completely unreasonable about their own capabilities and will generally be hard to work with. They can overcome this, but only by being thoroughly humbled.
5- An Angel of Envy/Demon of Covetousness. This Demon exudes an aura of Envy. All creatures within range of it must save or take 1d6 COG damage per round. Creatures that have taken COG damage as a result of this ability find that they despise others around them for having something they don't and must save or try to take it from that creature. If reduced to 0 COG, creatures are consumed by envy and rip each other apart to deprive others of what they themselves lack.
6- An Angel of Despair/Demon of Desolation. This Demon exudes an aura of Despair. All creatures within range must save or take 1d6 COG damage per round. Creatures that have taken COG damage from this ability have disadvantage on attacks against all enemies. If reduced to 0 COG, they become despondent and will immediately give up, using any excuse to flee or surrender.
Does it have any other Demonic Powers?
1d4
1- No.
2- Yes, it has one.
3- Yes, it has two.
4- Yes, it has 1d4.
What powers does it have?
1d8
1- Superhuman Ability. The Demon has given it's host 1dX [1= Superhuman Strength- 3/Day, the Demoniac can become strong enough to lift a horse or bend steel. This lasts for 1 minute; 2= Incredible Speed- 3/Day, the Demoniac can move at blinding speed, giving it advantage on any Atk or Def roll or the ability to move triple it's usual movement speed. This speed boost lasts for 5 seconds per use; 3= Amazing Toughness- 3/Day, the Demoniac can give it's body a -X Damage Reduction, which subtracts all damage by X, where X is it's HD. This lasts for 1 minute; 4= Hyper Healing- 3/Day, the Demoniac can heal 2d6 HP as a free action on it's turn.]
2- Demonic Weapon. The Demon can imbue it's weapon with some of it's demonic essence, giving it the ability to 1d4 [1= Create wounds that never heal unless purified by holy power; 2= Cause non-magical weapons and armor to rust on contact; 3= Throw it's weapon and have it return to it's hand; 4= Can transform into different types of weapons, changing into whatever weapon the Demon needs at the moment, the changes can be made as a free action on the Demon's turn.]
3- "Natural" Weapons. The Demon can mold it's host's body to give it 1d4 [1= Claws, granting it a 1d6 Claw attack and lets it do 1d6 free damage to grappled enemies; 2= Venom, does 2d6 damage, save for half, upon contact. Is carried by saliva or injected through fangs or claws; 3= Acid Spit, 3/Day can spit acid in 10' cone, all creatures within that cone take 2d6 acid damage, save for half; 4= Wings, the Demon can fly but not hover.]
4- Elemental Control. The Demon has the ability to control 1d6 [1= Fire; 2= Water; 3= Earth; 4= Air; 5= Lightning/Electricity; 6= Ice.] It can command the Element in question as if it was a Free-form Wizard of X Level, where X is it's HD.
5- Shapeshifting. The Demon can reshape it's host body, causing it to look like any humanoid the Demon has seen or can imagine.
6- Magical Ability. The Demon can use magic as a Free-form Wizard with equivalent levels equal to it's HD. It specializes in 1d4 [1= Abjuration; 2= Conjuration; 3= Transmutation; 4= Necromancy.]
7- Prophecy/Divination. The Demon has the ability to predict the future. 1/Day, the Demon can peer into the future and see likely outcomes of actions. It also has an X-in-6 chance of being unable to be surprised, where X is it's HD.
8- Familiars. The Demon can summon 1d4 lesser Demons which obey it as an action. These Demonic Familiars have 1/3 the HD the Demoniac has (min 1), AR 2, Atk Weapon/Natural Weapon 1d6+2, Mor 13 and saves equal to (7+HD). They have a 50% of having one of the Demonic Powers their Master has, but do not have Emotional Auras of their own.
What does the Demon want?
1d6
1- To follow orders.
2- To protect a particular Orc.
3- To avenge itself against a particular enemy.
4- To kill a particular person.
5- To despoil a particular resource belonging to the forces of Good or Law.
6- To live according to it's nature.
Orc Battlechief
Number Appearing: 1
Alignment: Chaotic Evil
Languages: Orcish, Lingua Franca, 1d3 other languages
Treasure: Demon-forged weapons/armor, slaves, looted finery, chests full of stolen luxury goods, barrels of fine, fine food, boxes full of gold and jewels
HD Varies, see below
AR 1d4+1
Atk Varies, see below
Mor 13
Saves (7+HD) or less
Savage Rage: 1/Day, an Orc can fly into an insane rage. While in this rage he gains +2 to Atk and Def rolls and gains +1d4 HP. While raging, an Orc must make an attack each round. If he kills all his enemies, he may attack allies if he cannot stop his rage. He will keep attacking until he passes a save, falls unconscious or dies. On his turn, an Orc can make a save- on a successful save, the Orc stops raging.
Commander: Unless accompanied by an Orc with more Kai than they, an Battlechief commands nearby Orcs and can, as a free action, give them orders. The Orcs generally obey orders, unless they are either frightened or see an opportunity to benefit from disobedience- in either case, the Orcs must succeed on a Morale Check to obey the orders. Otherwise, they follow their impulses, either to run or exploit the opportunity.
Aura of Authority: When fighting alongside an Orc Battlechief, Orcs make all Morale checks with advantage and cannot be Frightened.
Tactics:
- Varies, see below
Battlechiefs are the cleverest and most brutal of all Orcs. These are Seekers, Priests or regular Warriors who scrabbled and clawed their way to the top of the shifting bucket of crabs that is the Orc Warrior Society. Battlechiefs need a variety of skills to succeed- they must be strong, for no one can lead Orcs without being strong. They must be cunning, for many a lieutenant would stab the Battlechief in the back to take his throne, the Battlechief may have done just that. They must be a good leader, capable of inspiring their Orcs to fight, but also a good commander, capable of winning and achieving victory.
Battlechiefs maintain control over their Orcs usually through a combination of threats, violence, fear and a steady supply of victory and loot. A Battlechief who cannot win battles is worthless, but one that is not liked by his comrades will be abandoned to die. Besides appeasing the common Orcs, Battlechiefs must maintain the loyalty of their lieutenants, for most large Warbands are actually composed of smaller Warbands whose Orcs each owe their loyalty to a particular Orc Seeker or Priest. In the case of the largest bands, a Battlechief may find himself lording over other Battlechiefs, in which case he will usually adopt a more grandiose title such as Battle-Master or Battle-Lord.
Regardless of how many Orcs he commands however, Battlechiefs always have one goal: victory. So while Priests and Seekers might dismiss some tactics or methods as "unOrky" or even sacrilegious, the best Battlechiefs always keep their options open. Orcs respect only two things: strength and success. And if you won, who really cares how you did it?
Victory is a shroud that covers many sins, so who cares if your rivals grouse and complain. Just be careful not to stray too far from the Green Road, as an Orc that does so can find himself quickly surrounded and cut down by his former allies. It is a difficult dance, but no one said being King was easy.

To customize an Orc Battlechief, roll on the tables below:
How strong is the Battlechief?
1d3
1- Not very. The Battlechief is weak by the standards of Orcs. He has 1d4+1 HD and makes 2 Attacks that do 1d8+1 damage. He has 1 Black Blessing.
2- Modestly. The Battlechief is strong by the standards of Orcs. He has 1d6+1 HD and makes 2 Attacks that do 1d8+2 damage. He has 1 Black Blessing and a Cursed Blade.
3- Impressively. The Battlechief is mighty and unassailable by Orc standards. He has 1d8+1 HD and makes 2 attacks that do 1d8+3 damage. He has 1 Black Blessing, a Cursed Blade and Ensorcelled Armor.
How did he rise to power?
1d4
1- Through treachery. When no one was looking, he stabbed the previous Battlechief in the back and usurped control. He is paranoid someone will find out about this.
2- Through cunning. He cleverly maneuvered the other Orcs into positions where they killed each other off and then took control. There is a chance that the other Orcs don't respect him.
3- Through strength. He killed the last Battlechief via formal duel or battlefield challenge. He won and the Warband follows him out of respect for his power.
4- Through victory. When the last Battlechief died, he took control and led them to victory. He is lauded and honored by his fellow Orcs.
Is there anything special about him?
1d6
1- No, he is an ordinary Orc Warrior, just more talented, more clever or simply stronger than his fellows. The biggest boy in the sandbox.
2- He is clever, far more intelligent than an ordinary Orc. He will pretend to be stupid, only to trick you at the last minute.
3- He is a mutant, with a warped body. There is a 50% he maintains his power through terror and his Orcs would abandon him, with an equal chance that his mutations are viewed as blessings from their Dark Gods.
4- He is a sorcerer, one of the few Orcs born with the natural ability to do magic. He has X MD, where X equals 1d10% of his HD. If he is powerful, he may flaunt it. If it is weak, he may hide it, as sorcerer is considered dishonorable and "unOrky".
5- He is a zealot for the Gods, always consulting his his Priests and spiritual advisors before battle and performing rites to ensure victory before attacking.
6- He is actually a Half-Orc. He is insecure about his position among his fellows and will always choose the most "Orky" and potentially glorious of strategies, to prove to his Orcs that he is one of them.
What is his favorite tactic?
1d4
1- Frontal Charge. He's a traditionalist- no proper Orc would do anything less than taking the enemy head-on.
2- Hammer and Anvil. He will send out a smaller force to pin down the enemy, then hit them in the back with his larger force.
3- Feigned Retreat. He will send out a smaller force to attack, then retreat. The enemy will hopefully pursue and fall into an ambush.
4- Shield Wall. Getting Orcs to form disciplined ranks is usually an exercise in futility and they hate it, but this Battlechief still tries to get them to do it. It is extremely effective.
How have the Gods honored him?
1d3
1- Black Blessings. Roll on the "Black Blessing" table below.
2- Cursed Blades. Roll on the "Cursed Blade" table below.
3- Ensorcelled Armor. Roll on the "Ensorcelled Armor" table below.
Black Blessings:
1d6
1- The Battlechief has 60% Magic Resistance.
2- The Battlechief cannot be surprised.
3- The Battlechief is resistant to Elemental Damage from spells (fire, lightning, ice, etc.).
4- The Battlchief cannot be harmed by non-magical ranged weapons such as bows, slings, guns. This protection cannot shield him from something like a boulder or cannonball, however.
5- The Battlechief cannot be killed while the Sun shines. Orcs are usually nocturnal or crepuscular. This protection is broken if he willingly shows mercy or makes peace with the enemies of the Orc-race.
6- The Battlechief can grow in size, doubling in height and mass and increasing his Atk (but not his Def) and HD by +2 for 1 minute per day.
Cursed Blades:
1d6
1- The Sword Corpseflame- it burns with dark blue flames that consume mana. Spellcasters cut by this blade lose 1 MD a round until they extinguish the flames, while creatures without MD lose 1d6 STR points until reduced to 0 STR. Creatures reduced to 0 STR are paralyzed and cannot move until at least 10 minutes have passed. The flames created by Corpseflame can be extinguished like ordinary flames.
2- The Scythe Fleshharvest- 3/Day, upon doing damage to a creature, it heals the wielder for X HP, where X is the amount of damage it did on that attack.
3- The Hammer Blacksmith's Bane- 3/Day, it can temporarily give metal the hardness of rubber, allowing it to flex and move unnaturally.
4- The Pitchfork Soulthresher- 1/Day, if the wielder kills a creature, he can imprison the dead creature's soul within the weapon. The soul can be interrogated, used as a magical power source or absorbed by the wielder to heal himself (though this comes with a risk of possession by the soul).
5- The Spear Groundspite- 3/Day, it allows the wielder to destroy a piece of stone as big as a wagon.
6- The Axe Eagle's Bite- 3/Day, it grants the wielder the ability to fly for up to 1 hour.
Ensorcelled Armor:
1d6
1- Chain of Being. Medium Armor. 3/Day, this armor grants the wearer the ability to ignore any damage from a creature that has lower HD than the wearer. This effect does not work against a King, Prophet, Hero or one with a special destiny.
2- Lem's Lucky Lamellar. Medium Armor. 3/Day, this armor grants the wearer the ability to switch his d20 roll with his opponent when attacking or defending.
3- Thunderer's Mail. Heavy Armor. Makes the wearer immune to lightning damage. 3/Day, the wearer can transform into lightning and move up to 100' and appear next to a metal object or can travel any amount of distance through a metal surface.
4- The Mail Indomitable. Heavy Armor. 3/Day, the wearer can heal himself for 1d6+X HP, where X is his CON score. For enemies without a CON score, use his natural Atk bonus.
5- Poisoner's Breastplate. Light Armor. 3/Day, the wearer can exude a cloud of toxins. All creatures within 30' must save or receive a -1d4 penalty to all Atk and Def rolls for 10 minutes. On a successful save they take 1d3 damage.
6- Commander's Cuirass. Light Armor. 3/Day, as an action, the wearer can order an ally who has not yet acted to perform an action. If the ally obeys, the ally may add the wearer's Atk bonus to the first d20 roll he makes to carry out that order.
What is the Battlechief's motivation?
1d6
1- Land. The Battlechief has come to take your lands.
2- Slaves. The Battlechief is here to carry off slaves either to be used as slaves, sacrifices to the Gods or to be distributed as plunder.
3- Plunder. The Battlechief is here to carry off valuable loot to appease his soldiers and/or own greed.
4- Glory. The Battlechief is fighting to raise his status in the Warband, within his Tribe or within greater Orc Society (such as it exists).
5- Vengeance. The Battlechief is fighting to avenge a defeat he or his Tribe suffered.
6- Warband Politics. The Battlechief is fighting to 1d4 [1= Ensure he maintains command of the Warband; 2= Kill off a particular Seeker; 3= To help a promising young Orc gets some Kai; Demonstrate his skill so that other Orcs will join him.]

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