Orcs & Ogres

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Tribal Orcs


Orc

Medium humanoid (orc), chaotic evil


  • Armor Class 13 (hide)
  • Hit Points 15 (2d8 + 6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0)

  • Skills Intimidation +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Orc
  • Challenge 1/2 (100 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9(1d12+3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 30/120 ft., one target. Hit 6(1d6+3) piercing damage.

Veteran Orcs

Many orcs hone their skills over countless years of battle and pillaging. While these orcs may not be suitable for leading, they are excellent warriors, and have the following changes:

  • They have 30 (4d8 + 12) hit points
  • Their to-hit bonus is +6
  • They have the skills Athletics +5, Intimidation +4
  • Their CR is 1 (200 XP)

Orc Archer

Medium humanoid (orc), chaotic evil


  • Armor Class 14 (hide)
  • Hit Points 13 (2d8 + 4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 7 (-2) 12 (+1) 10 (+0)

  • Skills Survival +3, Stealth +4
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Orc
  • Challenge 1/2 (100 XP)

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4(1d4+2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit 6(1d8+2) piercing damage.

Fire Arrow (3/day). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit 4 (1d4+2) piercing damage plus 7 (2d6) fire damage.

Veteran Orc Archer

Orc archers tend to survive somewhat more reliably than their more melee-inclined brethren, and can often survive long enough to learn from the combat they see. They have the following changes:

  • They have 26 (4d8 + 8) hit points
  • They have Multiattack. The orc makes two Longbow attacks.
  • They have the skills Perception +3
  • Their passive Perception is 13
  • Their CR is 1 (200 XP)

Orc Shaman, Claw of Luthic

Medium humanoid (orc), chaotic evil


  • Armor Class 14 (hide)
  • Hit Points 15 (6d8 + 18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 11 (+0)

  • Skills Intimidation +2, Medicine +4, Survival +4
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Orc
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.

Spellcasting. The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared:

Cantrips (at will): guidance, mending, resistance, thaumaturgy

1st level (4 slots): bane, cure wounds, guiding bolt

2nd level (3 slots): augury, warding bond

3rd level (2 slots): bestow curse, create food and water

Actions

Multiattack. The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.


Orc Eye of Gruumsh

Medium humanoid (orc), chaotic evil


  • Armor Class 16 (ring mail, shield)
  • Hit Points 45 (6d8 + 18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (-1) 13 (+1) 12 (+1)

  • Skills Intimidation +3, Religion +1
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Orc
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.

Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

Spellcasting. The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared:

Cantrips (at will): guidance, resistance, thaumaturgy

1st level (4 slots): bless, command

2nd level (2 slots): augury, spiritual weapon (spear)

Actions

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6+3 plus 1d8) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack.


Orc Red Fang of Shargaas

Medium humanoid (orc), chaotic evil


  • Armor Class 15 (studded leather)
  • Hit Points 52 (8d8+16)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 9 (-1) 11 (+0) 9 (-1)

  • Skills Intimidation +1, Perception +2, Stealth +5
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Orc
  • Challenge 3 (700 XP)

Cunning Action. On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.

Hand of Shargaas. The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks).

Shargaas's Sight. Magical darkness doesn't impede the orc's darkvision.

Slayer. In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn't taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit.

Actions

Multiattack. The orc makes two scimitar or dart attacks.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) slashing damage.

Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4+3) piercing damage.

Veil of Shargaas (Recharges after a Short or Long Rest). The orc casts darkness without any components. Wisdom is its spellcasting ability.


Orc Berserker

Medium humanoid (orc), chaotic evil


  • Armor Class 12 (hide)
  • Hit Points 77 (9d8 + 44)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 18 (+4) 6 (-2) 11 (+0) 10 (+0)

  • Skills Athletics +6, Intimidation +4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Orc
  • Challenge 3 (100 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.

Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

Reckless. At the start of its turn, the orc can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 15 (1d12+4 plus 1d8) slashing damage.


Orc Blade of Ilneval

Medium humanoid (orc), chaotic evil


  • Armor Class 16 (chain mail, shield)
  • Hit Points 60 (8d8 + 24)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 8 (-1) 15 (+2) 13 (+1)

  • Saving Throws Wis +3
  • Skills Insight +3, Intimidation +4, Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Orc
  • Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.

Foe Smiter of Ilneval. The orc deals an extra die of damage when it hits with a longsword attack (included in the attack).

Actions

Multiattack. The orc makes two melee attacks or two ranged attacks with its javelins. If Ilneval's Command is available to use, the orc can use it after these attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage when used with two hands.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.

Ilneval's Command (Recharges 4–6). Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack.


Orc War Chief

Medium humanoid (orc), chaotic evil


  • Armor Class 16 (chain mail)
  • Hit Points 93 (11d8 + 44)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 11 (+0) 11 (+0) 16 (+3)

  • Saving Throws Str +6, Con +6, Wis +2
  • Skills Intimidation +5
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Orc
  • Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.

Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

Actions

Multiattack. The orc makes two attacks with its greataxe or its spear.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 15 (1d12+4 plus 1d8) slashing damage.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6+4 plus 1d8) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack.

Battle Cry (1/Day). Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.


Tanarukk

Medium humanoid (orc), chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 95 (10d8 + 50)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 9 (-1) 9 (-1) 9 (-1)

  • Skills Intimidation +2, Perception +2
  • Damage Resistance fire, poison
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Anyssal, Common, Orc
  • Challenge 5 (1,800 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.

Magic Resistance. The tanarukk has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The tanarukk makes two attacks: one with its bite and one with its greatsword.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

Reactions

Unbridled Fury. In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker.


Orc Headhunter

Medium humanoid (orc), chaotic evil


  • Armor Class 14 (hide)
  • Hit Points 105 (14d8 + 42)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 8 (-1) 15 (+2) 13 (+1)

  • Saving Throws Str +7, Dex +5, Con +6
  • Skills Athletics +7, Intimidation +7, Perception +5, Stealth +8
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Goblin, Orc
  • Challenge 7 (2,900 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.

Dread Ambusher. The orc has advantage on checks to hide if it spends at least 1 hour preparing its hiding place. If the orc surprises a creature on the first turn of combat, its first weapon attack deals an extra 14 (4d6) damage.

Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

Relentless Endurance (1/day). When reduced to 0 hit points but not killed outright, the orc drops to 1 hit point instead.

Actions

Multiattack. The orc makes 3 melee attacks, or 1 ranged attack and 1 melee attack.

Jagged Axe. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 13 (2d8+4) slashing damage. If the creature is unarmored, it takes an additional 4 (1d8) slashing damage.

Bola. Ranged Weapon Attack: +7 to hit, range 40/120 ft., one target. Hit 12 (1d6+4 plus 1d8) bludgeoning damage, and the target is restrained (escape DC 15).

Plague Orcs


Orc Nurtured One of Yurtrus

Medium humanoid (orc), chaotic evil


  • Armor Class 9 (unarmored)
  • Hit Points 30 (4d8 + 12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 16 (+3) 7 (-2) 11 (+0) 7 (-2)

  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Orc
  • Challenge 1/2 (100 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.

Corrupted Carrier. When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn't poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can't regain hit points.

Nurtured One of Yurtrus. The orc has advantage on saving throws against poison and disease.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage.

Corrupted Vengeance. The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait.


Orc Hand of Yurtrus

Medium humanoid (orc), chaotic evil


  • Armor Class 12 (hide)
  • Hit Points 15 (6d8 + 18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 16 (+3) 11 (+0) 14 (+2) 9 (-1)

  • Skills Arcana +2, Intimidation +1, Medicine +4, Religion +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Orc
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.

Spellcasting. The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared:

Cantrips (at will): guidance, mending, resistance, thaumaturgy

1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good

2nd level (3 slots): blindness/deafness, silence

Actions

Touch of the White Hand. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage.

"Civilized" Orcs


Orc Mercenary

Medium humanoid (orc), neutral evil


  • Armor Class 16 (ring mail, shield)
  • Hit Points 22 (3d8 + 9)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 10 (+0)

  • Skills Intimidation +2
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Orc
  • Challenge 1 (200 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.

Actions

Multiattack. The orc makes two melee attacks.

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7(1d8+3) slashing damage or 8 (1d10+3) slashing damage if wielded in two hands.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 30/120 ft., one target. Hit 6(1d6+3) piercing damage.

Orc Mercenary Elite

Mercenaries are no strangers to war, and some of them, especially orcs, are quite good at it. These orcs are represented with the following changes:

  • They have 37 (5d8 + 15) hit points

  • They have the skills Athletics +5, Perception +3

  • Their passive Perception is 13

  • Their Challenge rating is 2 (450 XP)


Orc Mercenary Archer

Medium humanoid (orc), chaotic evil


  • Armor Class 13 (leather)
  • Hit Points 22 (3d8+9)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 16 (+3) 8 (-1) 12 (+1) 10 (+0)

  • Skills Intimidation +2
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Orc
  • Challenge 1 (200 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.

Actions

Multiattack. The orc makes two longbow attacks.

Handaxe. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5(1d6+2) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600ft., one target. Hit 6(1d8+2) piercing damage.

Orc Mercenary Archer Elite

Mercenaries are no strangers to war, and some of them, especially orcs, are quite good at it. These orcs are represented with the following changes:

  • Their AC is 14 (studded leather) and have 37 (5d8 + 15) hit points

  • They have the skills Perception +3, Stealth +4

  • Their passive Perception is 13

  • Their Challenge rating is 2 (450 XP)


Orc Mercenary Captain

Medium humanoid (orc), chaotic evil


  • Armor Class 16 (chainmail)
  • Hit Points 60 (8d8 + 24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 12 (+1)

  • Skills Athletics +6, Intimidation +5, Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Orc
  • Challenge 3 (700 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.

Relentless Endurance (1/day). When reduced to 0 hit points but not killed outright, the orc drops to 1 hit point instead.

Actions

Multiattack. The orc makes two melee attacks.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d12+4) slashing damage.

Gauntlet. Melee Weapon Attack: +6 to hit., reach 5ft., one target. Hit 6 (1d4+4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. or range 30/120 ft., one target. Hit 7(1d6+4) piercing damage.

Reactions

Sucker Punch. As a reaction to a creature within 5ft. missing the orc with a weapon attack, it can make an unarmed strike against that creature.


Orc Marshall

Medium humanoid (orc), neutral evil


  • Armor Class 18 (plate)
  • Hit Points 15 (15d8+6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 17 (+3) 12 (+1) 14 (+2) 13 (+1)

  • Saving Throws Strength +7, Constitution +6
  • Skills Athletics +6, Intimidation +7, Perception +5, Persuasion +4
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Orc
  • Challenge 7 (1,800 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.

Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

Leadership (Recharges after a Short or Long Rest). For 1 minute, the orc can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the orc. A creature can benefit from only one Leadership die at a time. This effect ends if the orc is incapacitated.

Relentless Endurance (1/day). When reduced to 0 hit points but not killed outright, the orc drops to 1 hit point instead.

Actions

Multiattack. The orc makes two greataxe attacks and one unarmed strike.

Greataxe. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 17 (2d12+4) slashing damage.

Gauntlet. Melee Weapon Attack: +7 to hit., reach 5ft., one target. Hit 11 (1d4+4 plus 1d8) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5ft. or range 30/120 ft., one target. Hit 12 (1d6+4 plus 1d8) piercing damage.

Reactions

Sucker Punch. As a reaction to a creature within 5ft. missing the orc with a weapon attack, it can make a gauntlet attack against that creature.

Deep Orcs


Orog

Medium humanoid (orc), chaotic evil


  • Armor Class 18 (plate)
  • Hit Points 42 (5d8 + 20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 12 (+1) 11 (+0) 12 (+1)

  • Skills Intimidation +5, Survival +2
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Undercommon, Orc
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the orog can move up to its speed toward a hostile creature it can see.

Actions

Multiattack. The orog makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d12+4) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. or range 30/120 ft., one target. Hit 7 (1d6+4) piercing damage.

Veteran Orug

Orugs are much smarter than their surface cousins, and thus tend to live longer. Many of them gain valuable combat experience, and have the following changes:

  • They have 60 (7d8 + 28) hit points
  • They have the skills Athletics +5, Perception +2
  • Their passive Perception is 12
  • They have the skill Relentless Endurance (1/day). When reduced to 0 hit points but not killed outright, the orog drops to 1 hit point instead.
  • Their CR is 3 (700 XP)

Orog Shooter

Medium humanoid (orc), chaotic evil


  • Armor Class 18 (plate)
  • Hit Points 42 (5d8 + 20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 17 (+3) 12 (+1) 11 (+0) 12 (+1)

  • Skills Intimidation +5, Survival +2
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Undercommon, Orc
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the orog can move up to its speed toward a hostile creature it can see.

Actions

Handaxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d6+3) slashing damage.

Doubled Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit 12 (2d8+3) piercing damage.

Veteran Orug Shooter

Orogs are much smarter than their surface cousins, and thus tend to live longer. Many of them gain valuable combat experience, and have the following changes:

  • They have 60 (7d8 + 28) hit points
  • They have the skills Athletics +5, Perception +2
  • Their passive Perception is 12
  • They have the skill Sharpshooter. The orog's ranged weapon attacks ignore half cover and three-quarters cover.
  • Their CR is 3 (700 XP)

Orog War Chief

Medium humanoid (orc), chaotic evil


  • Armor Class 20 (plate, shield)
  • Hit Points 128 (15d8 + 60)
  • Speed 30ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 18 (+4) 14 (+2) 11 (+0) 16 (+3)

  • Saving Throws Str +7, Con +7, Wis +3
  • Skills Athletics +7, Intimidation +9, Perception +3, Survival +4
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Undercommon, Orc
  • Challenge 6 (2,300 XP)

Aggressive. As a bonus action, the orog can move up to its speed toward a hostile creature it can see.

Gruumsh's Fury. The orog deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

Relentless Endurance (1/day). When reduced to 0 hit points but not killed outright, the orog drops to 1 hit point instead.

Actions

Multiattack. The orog makes two spear attacks.

Boar Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d8+4) piercing damage, or 14 (1d10+4 plus 1d8) piercing damage if used with two hands to make a melee attack.

Battle Cry (1/Day). Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.

Ogres


Half-Ogre (Ogrillion)

Large giant, any chaotic alignment


  • Armor Class 12 (hide)
  • Hit Points 30 (4d10 + 8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 14 (+2) 7 (-2) 9 (-1) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Giant
  • Challenge 1 (200 XP)

Actions

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) bludgeoning damage, or 14 (2d10+3) bludgeoning damage if used with two hands.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6+3) piercing damage.


Ogre

Large giant, chaotic evil


  • Armor Class 11 (hide)
  • Hit Points 59 (7d10 + 21)
  • Speed 40ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)

  • Senses darkvision 60 ft., passive Perception 8
  • Languages Giant
  • Challenge 2 (450 XP)

Actions

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6+3) piercing damage.

Variant, Armored Ogre

Normally, Ogres are too stupid to comprehend the complexity of combat. That's not to say some of them aren't a bit stockier and more dangerous, and even orcs can see it. These ogres have the following changes:

  • Their AC is 16 (miscellaneous armor scraps)<div style='margin-top:px;'>
  • Their Constiution score is 18 (+4) and their hit points are 66 (7d10 + 28)
  • Their speed is 35ft.
  • Their CR is 3 (700)

  • Ogre Bolt Launcher

    Large giant, chaotic evil


    • Armor Class 13 (hide)
    • Hit Points 59 (7d10 + 21)
    • Speed 40ft.

    STR DEX CON INT WIS CHA
    19 (+4) 12 (+1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)

    • Senses darkvision 60 ft., passive Perception 8
    • Languages Giant
    • Challenge 2 (450 XP)

    Actions

    Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage.

    Bolt Launcher. Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d10+1) piercing damage.


    Ogre Howdah

    Large giant, chaotic evil


    • Armor Class 13 (breastplate)
    • Hit Points 59 (7d10 + 21)
    • Speed 40ft.

    STR DEX CON INT WIS CHA
    19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)

    • Senses darkvision 60 ft., passive Perception 8
    • Languages Giant
    • Challenge 2 (450 XP)

    Howdah. The ogre carries a compact fort on its back. Up to four Small creatures, or two Medium creatures, can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre.

    Actions

    Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.


    Ogre Chain Brute

    Large giant, chaotic evil


    • Armor Class 11 (hide)
    • Hit Points 59 (7d10 + 21)
    • Speed 40ft.

    STR DEX CON INT WIS CHA
    19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)

    • Senses darkvision 60 ft., passive Perception 8
    • Languages Giant
    • Challenge 3 (700 XP)

    Actions

    Fist. Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 (2d4+4) bludgeoning damage.

    Chain Sweep. The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8+4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

    Chain Smash (Recharge 6). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage, and the target must make a DC 14 Constitution saving throw. On a failure the target is unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.


    Ogre Battering Ram

    Large giant, chaotic evil


    • Armor Class 14 (ring mail)
    • Hit Points 59 (7d10 + 21)
    • Speed 40ft.

    STR DEX CON INT WIS CHA
    19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)

    • Senses darkvision 60 ft., passive Perception 8
    • Languages Giant
    • Challenge 4 (1,100 XP)

    Siege Monster. The ogre deals double damage to objects and structures.

    Actions

    Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller.

    Block the Path. Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn.


    Ogre Crusher

    Large giant, chaotic evil


    • Armor Class 16 (miscellaneous armor scraps)
    • Hit Points 86 (9d10 + 21)
    • Speed 40ft.

    STR DEX CON INT WIS CHA
    20 (+5) 8 (-1) 19 (+4) 5 (-3) 7 (-2) 7 (-2)

    • Senses darkvision 60 ft., passive Perception 8
    • Languages Giant
    • Challenge 5 (1,100 XP)

    Siege Monster. The ogre deals double damage to objects and structures.

    Actions

    Multiattack. The ogre makes one maul attack and one ground pound attack if it has it available.

    Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6+5) bludgeoning damage.

    Debris. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d4+5) bludgeoning damage. A creature hit must make a DC 14 Strength saving throw or be knocked prone.

    Ground Pound (Recharge 5-6). The ogre smashes the ground with excessive force, causing the 5ft square it hit to become difficult terrain, and forcing all creatures within 15ft. of the point of impact to succeed on a DC 16 Strength saving throw or fall prone. If a creature occupies the point of impact, it must make a DC 12 Dexterity saving throw or suffer the damage of a Maul attack.

     

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