And, of course, the Eye of Gruumsh can’t benefit from ordering a foe of its own to kneel, because of the sequence of initiative no, not because of the sequence of initiative, but because it gives up one Attack action to gain advantage on the next, which gives it no net additional attack rolls and can actually result in less damage being done. In short, giving a single orc advantage on its attack roll increases its expected damage by about 2.1 hp. At a two-thirds chance to hit, it’s an even match. If the player succeeds on his or her Intimidation check and the orcs fail their Wisdom check, the orcs are rattled, their attitude shifts to indifferent, and the player gets advantage on his or her next use of a social skill with the orcs. The Orc War Chief has the ability to straight-up deal an extra 1d8 damage on every attack. Bookshop Amazon Barnes & Noble TargetIndigo Kobo Google Play iBooks Libro.fm Audible. Your email address will not be published. Roll20 uses cookies to improve your experience on our site. This is a totally different ballgame. Orcs that have retreated will seek an opportunity to attack again while the party is weak. The Eye of Gruumsh has 45 hp and 16 AC compared to the plain Orc’s 15 hp and 13 AC. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers. Thanks for helpful insights. Additionally, since the target has to take the “shortest and most direct route” on the approach, they will likely provoke opportunity attacks doing so. Post was not sent - check your email addresses! Roll20 Reserve is live with monthly perks for Pro Subscribers. I’ll edit the article accordingly. Unlike goblins and kobolds, orcs are strong and tough. An orc war chief commanding five to nine other orcs will charge first, then use Battle Cry (action) on its second round, then make one attack against its chosen enemy (bonus action). Orcs aren’t stealthy, so they won’t stalk the characters, but they’ll certainly be keeping an eye out for the PCs as long as they’re in that vicinity. Age. On the heels of The Monsters Know What They’re Doing—a compilation of villainous battle plans for Dungeon Masters—Live to Tell the Tale evens the score, providing beginning and intermediate D&D players the tools they need to fight back. But the Eye of Gruumsh doesn’t have Multiattack. Thus, it requires fewer orcs to justify the lost action for the WC as AC climbs. Not only does this potentially split the party (especially so if its not a typical front line character) but it gives the Eye his own personal target to destroy … or have his friends surround and destroy. Their lust for slaughter demands that orcs dwell always within striking distance of new targets. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. But really, many orcs are in fact stronger than half-orcs. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats arid trenches. On subsequent rounds, they will continue to Attack (action) the same target or, if that target is killed, move on to another, using Aggressive (bonus action) again to reach an archer or caster between 30 and 60 feet away. Strength and power are the greatest orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Orcs worship Gruumsh, the mightiest of the orc deities and their creator. If the player fails, the orcs attack. If attacked by more than one enemy, an orc will move to a position where it can fight only one, if possible. Thaumaturgy is interesting, but one has to consider its primary application to be during the parley phase, when the orcs are trying to maximize their fearsomeness. Roll20 uses cookies to improve your experience on our site. As a dungeon master, you should therefore assume that first contact with a group of orcs always takes place at this distance, that the orcs will be initially hostile, and that they’ll charge the second they decide talking is boring. Just as eruptions of magical energies and careless experimentation by incautious wizards have resulted in the creation of monstrosities such as the owlbear, the shambling mound, and the banderhobb, they’ve also produced fearsome mutations in the common pigeon. Unlike all the Eye of Gruumsh’s other spells, this one is cast as a bonus action and, in addition, gives the caster a new bonus action to use every round. Required fields are marked *. Each place that Gruumsh wanted had already been claimed. Alignment. Orcs hold a particular hatred for elves. How would that shake things up? Skills Intimidation +2 All rights reserved. (Before the encounter begins, use the table on page 82 of the Dungeon Master’s Guide to determine which side is stronger. The immediately following Spiritual Weapon attack is not made with advantage because a target successfully commanded to fall prone doesn’t do so until its own turn. Some of these cousins of this hardy avian species keep to remote locales, while others share their forebears’ predilection for the easy grub to be found in city streets. Back to Main Page → 5e System Reference Document → Creatures → Monsters, https://www.dandwiki.com/w/index.php?title=5e_SRD:Orc&oldid=1383862. The orog is a much stronger, tougher and smarter variant with many more hit points and two swings per Attack action. If it succeeds, the orcs’ attitude will shift from hostile to indifferent; if it fails, however, give the party only one more chance to successfully reach a détente. An orc war chief commanding 10 or more other orcs will use Battle Cry (action) in the same round that the orcs charge, then charge himself on the following round. You are correct with respect to the timing. The Monster Manual lists several orc variants that may appear in encounters with intermediate-level PCs. I gave copies to the two others in our group who share in the Dungeon Mastering, and both of them came back the next time grinning rather slyly. He laid claim to the forests, but those had been settled by the elves. Buy Oath of Deliverance on the DMs’ Guild. Any parley with the orcs will be brief (no more than a handful of chances to cajole, bluff or bully them) and somewhat one-sided, as the orcs will issue nothing but demands and threats. (If the PC acts first, the command is wasted: he or she simply stands back up.) One orc’s expected damage per attack is 6.2 hp—not as much as the Eye of Gruumsh’s expected damage per attack—but two orcs’ expected damage is double that, and three orcs’ expected damage is triple that, and so on. Keith is a diabolical genius, and I say that with the utmost respect!”—R.A. This book will enrich your game immeasurably!”—Matthew Lillard, “This book almost instantly made me a better Dungeon Master. An orc war chief commanding 10 or more other orcs will use Battle Cry (action) in the same round that the orcs charge, then charge himself on the following round. Hit: 10 (1d12 + 4) slashing damage.. Javelin.Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Armor Class: 16 (chain mail) Hit Points: 94 (11d8+ 44) Speed: 30 ft. 25.2, orcs without adv. They also help us understand how our site is being used. Either way, the Eye is making two Attack rolls — but if the Eye Attacks on two consecutive turns and hits both times, it deals damage twice, whereas if it Attacks only once with advantage, it deals damage only once, even if both rolls would have been hits. Orcs were a race of humanoids that had been a threat to the civilized cultures of Toril, particularly Faerûn, for as long as any could remember. I’m not sure I understand something – you write, “And, of course, the Eye of Gruumsh can’t benefit from ordering a foe of its own to kneel, because of the sequence of initiative.” I’m not sure this is correct… When “command:grovel” for instance, is used, the target follows the command using its own turn, then ends its turn – “The target falls prone and then ends its turn.” Assuming we are just looking at the Target and the Eye, it would be the Eye’s turn again before the Target gets its next turn to stand up, giving it advantage on its attack, or disadvantage to the prone target on an opportunity attack if the eye were to leave its reach.