Kryx RPGThemes

Orc War Chief

Medium humanoid (orc)
Challenge
4

STR
4
DEX
1
CON
4
INT
0
WIS
0
CHA
3

93
11d8+44
17
Soak
1
Fort
+5
Ref
+3
Will
+2
Defense note chain mail

Speed 5 m.
Skills Athletics +5 (16), Brawn +5 (16), Insight +0 (11), Intimidation +4 (15), Perception +1 (12), Wilderness +1 (12)
Senses darkvision 10 m.
Languages Common, Orc

Blood Fury (Recharges after a Short or Long Rest). On its turn, the orc war chief can unleash the orcish fury coursing through its veins. Once on each of its turns while seething with fury, it can add 1 to the damage when it damages a creature with an attack or a spell that targets only one creature. Its fury lasts for 1 minute or until it is unconscious or dies.

Gruumsh’s Fury. A weapon wielded by the orc war chief deals one extra die of its damage (included in the attack).

Maneuvers. The orc war chief uses maneuvers (maneuver save Difficulty 14). It has 8 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: disorient, hamstring, knockback, rampage, slice through, spring attack, whirling blade

Relentless Endurance (Recharges after a Short or Long Rest). If the orc war chief is reduced to 0 health but not killed outright, it can drop to 1 health instead.

Actions (2)

Greataxe. Melee Weapon Attack: +5 to hit. Hit: 17 (2d12 + 4) slashing damage.

Longspear. Melee or Ranged Weapon Attack: +5 to hit, reach 1 m. or range 5/20 m. Hit: 13 (2d8 + 4) piercing damage, or 15 (2d10 + 4) piercing damage if used with two hands to make a melee attack.

Battle Cry (1/long rest). Each creature of the orc war chief’s choice that is within 5 meters of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the orc war chief’s next turn. The orc war chief can then make one attack.

Arctic, Forest, Grassland, Hill, Mountain, Swamp, Underdarkmm

Maneuvers

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, make a melee weapon attack that deals slashing damage to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and make an attack roll against a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.