Orc NPCs [Level 4]
Orc Battle Cleric [Level 4 Controller (Leader)]
Medium natural humanoid [XP 175]
Initiative +2; Senses Perception +4; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 19; Fortitude 17, Reflex 13, Will 17
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 5 damage, and one ally within 5 squares gains a +4 power bonus to melee attack rolls against the target
until the end of the orc cleric’s next turn.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc cleric makes a basic melee attack and spends a healing surge.
- ○ [M] Split the Sky (standard) ✦ Thunder, Weapon
- +9 vs. Fortitude; 1d10 + 5 thunder damage, and the target is pushed 2 squares and knock it prone.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +9 vs. AC; 2d10 + 5 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- □ Bless (standard)
- The orc cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
- ○○ Healing Word (minor) ✦ Healing
- The orc cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The orc cleric gains a +1 bonus to the orc cleric’s next attack roll or saving throw before the end of the orc cleric’s next
turn.
- Running Charge
- When the orc cleric charges, add 2 to the orc cleric’s speed.
Skills Heal +9, Religion +7
Str 19 (+6); Dex 11 (+2); Wis 15 (+4);
Con 14 (+4); Int 10 (+2); Cha 13 (+3)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Orc Devoted Cleric [Level 4 Controller (Leader)]
Medium natural humanoid [XP 175]
Initiative +2; Senses Perception +5; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 19; Fortitude 15, Reflex 13, Will 18
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +6 vs. Reflex; 1d8 + 4 radiant damage, and one ally the orc cleric can see gains a +2 power bonus to his or her
next attack roll against the target.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc cleric makes a basic melee attack and spends a healing surge.
- ○ [R] Daunting Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 2d10 + 4 radiant damage. Hit or Miss: One ally the orc cleric can see gains combat advantage
against the target until the end of the orc cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Will; 3d8 + 4 radiant damage, and the target gains vulnerability 5 to all the orc cleric’s attacks (save
ends). Miss: Half damage, and the target gains no vulnerability.
- □ Cure Light Wounds (standard) ✦ Healing
- The orc cleric or one creature touched by the orc cleric regains hit points as if spending a healing surge.
- ○○ Healing Word (minor) ✦ Healing
- The orc cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The orc cleric gains a +1 bonus to the orc cleric’s next attack roll or saving throw before the end of the orc cleric’s next
turn.
- Running Charge
- When the orc cleric charges, add 2 to the orc cleric’s speed.
Skills Heal +10, Religion +7
Str 15 (+4); Dex 11 (+2); Wis 17 (+5);
Con 14 (+4); Int 10 (+2); Cha 15 (+4)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Orc Greatweapon Fighter [Level 4 Soldier]
Medium natural humanoid [XP 175]
Initiative +3; Senses Perception +3; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 20; Fortitude 19, Reflex 14, Will 14
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12). Miss: 4 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc fighter makes a basic melee attack and spends a healing surge.
- ○ [M] Crushing Blow (standard) ✦ Weapon
- +9 vs. AC; 2d12 + 8 damage (crit 32 + 1d12).
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +9 vs. AC; 3d12 + 5 damage (crit 41 + 1d12). Miss: The power is not expended.
- □ Unstoppable (minor) ✦ Healing
- The orc fighter gains 2d6 + 3 temporary hit points.
- Running Charge
- When the orc fighter charges, add 2 to the orc fighter’s speed.
- Combat Challenge
- Every time the orc fighter attacks an enemy, the orc fighter can mark that target, whether the attack hits or misses. The
mark lasts until the end of the orc fighter’s next turn. If the marked creature makes an attack that doesn’t include the orc
fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the orc
fighter and shifts or makes an attack that does not include the orc fighter, the orc fighter can make a melee basic attack
against that enemy as an immediate interrupt.
Skills Athletics +11, Intimidate +7
Str 19 (+6); Dex 13 (+3); Wis 12 (+3);
Con 17 (+5); Int 10 (+2); Cha 11 (+2)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Orc Guardian Fighter [Level 4 Soldier]
Medium natural humanoid [XP 175]
Initiative +4; Senses Perception +3; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 22; Fortitude 19, Reflex 17, Will 14
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+10 vs. AC; 1d8 + 5 damage, and the target is pushed 1 square if it is the orc fighter’s size, smaller than the orc fighter,
or one size category larger. The orc fighter can shift into the space that the target occupied.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc fighter makes a basic melee attack and spends a healing surge.
- ○ [M] Dance of Steel (standard) ✦ Weapon
- +10 vs. AC; 2d8 + 5 damage, and the target is immobilized until the end of the orc fighter’s next turn.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +10 vs. AC; 2d8 + 5 damage, and the orc fighter can spend a healing surge. Miss: The power is not expended.
- ○ Get Over Here (move)
- The orc fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the orc fighter.
- Running Charge
- When the orc fighter charges, add 2 to the orc fighter’s speed.
- Combat Challenge
- Every time the orc fighter attacks an enemy, the orc fighter can mark that target, whether the attack hits or misses. The
mark lasts until the end of the orc fighter’s next turn. If the marked creature makes an attack that doesn’t include the orc
fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the orc
fighter and shifts or makes an attack that does not include the orc fighter, the orc fighter can make a melee basic attack
against that enemy as an immediate interrupt.
Skills Heal +8, Intimidate +7
Str 19 (+6); Dex 15 (+4); Wis 12 (+3);
Con 15 (+4); Int 10 (+2); Cha 11 (+2)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Orc Avenging Paladin [Level 4 Soldier]
Medium natural humanoid [XP 175]
Initiative +2; Senses Perception +3; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 21; Fortitude 18, Reflex 14, Will 16
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +10 vs. AC; 1d10 + 5 radiant damage. If the orc paladin has marked the target, the orc paladin gains a +1 bonus to the damage
roll.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc paladin makes a basic melee attack and spends a healing surge.
- ○ [M] Arcing Smite (standard) ✦ Weapon
- +10 vs. AC against one or two targets; 1d10 + 5 damage, and the target is marked until the end of the orc paladin’s next turn.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +10 vs. AC; 3d10 + 5 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- □ Sacred Circle (standard) ✦ Zone
- Close burst 3. The burst creates a zone that, until the end of the encounter, gives the orc paladin and allies within it a
+1 power bonus to AC.
- ● Divine Challenge (minor) ✦ Radiant
- The orc paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the orc paladin
as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack, it
takes 5 radiant damage. The orc paladin must engage the target by attacking it or ending the turn adjacent to it, or the mark
ends. The mark also ends if the orc paladin challenges another target. Divine Challenge can only be used once per round.
- □ Lay on Hands (minor) ✦ Healing
- The orc paladin spends a healing surge but regains no hit points. Instead, one creature touched by the orc paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- Running Charge
- When the orc paladin charges, add 2 to the orc paladin’s speed.
Skills Intimidate +9, Religion +7
Str 19 (+6); Dex 11 (+2); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 15 (+4)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Orc Protecting Paladin [Level 4 Soldier]
Medium natural humanoid [XP 175]
Initiative +2; Senses Perception +3; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 23; Fortitude 17, Reflex 16, Will 17
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage, and the orc paladin gains 1 temporary hit points.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc paladin makes a basic melee attack and spends a healing surge.
- ○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
- +9 vs. Will; 2d8 + 4 damage. If the orc paladin is bloodied, the orc paladin regains 6 hit points. Bloodied allies within
5 squares of the orc paladin also regain 6 hit points.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +6 vs. Reflex; 3d8 + 4 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the orc paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The orc paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the orc paladin
as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack, it
takes 6 radiant damage. The orc paladin must engage the target by attacking it or ending the turn adjacent to it, or the mark
ends. The mark also ends if the orc paladin challenges another target. Divine Challenge can only be used once per round.
- □ Lay on Hands (minor) ✦ Healing
- The orc paladin spends a healing surge but regains no hit points. Instead, one creature touched by the orc paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- □ Martyr’s Blessing (immediate interrupt)
- When an adjacent ally is hit by a melee or a ranged attack.
The orc paladin is hit by the attack instead.
- Running Charge
- When the orc paladin charges, add 2 to the orc paladin’s speed.
Skills Intimidate +10, Religion +7
Str 17 (+5); Dex 11 (+2); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 17 (+5)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Orc Archer Ranger [Level 4 Skirmisher]
Medium natural humanoid [XP 175]
Initiative +5; Senses Perception +8; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 19; Fortitude 17, Reflex 17, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 4 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +8 vs. AC; 1d10 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +9/+9 vs. AC; 1d8 + 1 damage (main)/1d6 + 1 damage
(off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 1 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc ranger makes a basic melee attack and spends a healing surge.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 20/40; targets two creatures within 3 squares of each other; +8 vs. AC; 2d10 + 4 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ● Hunter’s Quarry (minor)
- The orc ranger can designate the nearest visible enemy as the orc ranger’s quarry. Once per round when hitting this quarry,
the orc ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the orc ranger
designates a different target as the quarry. The orc ranger can only designate one enemy as quarry at a time.
- ○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
- When the orc ranger or an ally is attacked by a creature.
Targets the attacking creature.
Longsword: +9 vs. AC; 1d8 + 4 damage.
Longbow: Ranged 20/40; +8
vs. AC; 1d10 + 4 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering attack.
- ○ Yield Ground (immediate reaction)
- When an enemy damages the orc ranger with a melee attack.
The orc ranger can shift 1 square. The orc ranger gains a +2 power bonus to all defenses until the end of the orc ranger’s
next turn.
- Running Charge
- When the orc ranger charges, add 2 to the orc ranger’s speed.
- Archer Fighting Style
- The orc ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The orc ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +8, Stealth +9
Str 17 (+5); Dex 17 (+5); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Orc Two-Blade Ranger [Level 4 Skirmisher]
Medium natural humanoid [XP 175]
Initiative +4; Senses Perception +8; low-light
HP 59; Bloodied 29
Healing Surges (+14 hp) ○
AC 18; Fortitude 18, Reflex 16, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +7 vs. AC; 1d10 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +10/+10 vs. AC; 1d8 + 1 damage (main)/1d8 + 1 damage
(off-hand).
Longbow: Ranged 20/40; +7 vs. AC (twice); 1d10 + 1 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc ranger makes a basic melee attack and spends a healing surge.
- ○ [M/R] Cut and Run (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +10/+10 vs. AC; 1d8 + 5 damage (main)/1d8 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +7 vs. AC (twice); 1d10 + 3 damage.
After the first or the second
attack, the orc ranger can shift 2 squares.
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +10 vs. AC; 2d8 + 5 damage.
Longsword (off hand):
+10 vs. AC; 2d8 + 5 damage.
Miss: Half damage per attack.
- ● Hunter’s Quarry (minor)
- The orc ranger can designate the nearest visible enemy as the orc ranger’s quarry. Once per round when hitting this quarry,
the orc ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the orc ranger
designates a different target as the quarry. The orc ranger can only designate one enemy as quarry at a time.
- ○ Unbalancing Parry (immediate reaction) ✦ Weapon
- When an adjacent enemy misses the orc ranger with a melee attack.
The orc ranger slides the enemy into a square adjacent to the orc ranger and gain combat advantage against it until the end
of the orc ranger’s next turn.
- Running Charge
- When the orc ranger charges, add 2 to the orc ranger’s speed.
- Two-Blade Fighting Style
- The orc ranger can wield a one-handed weapon in the orc ranger’s off hand as if it were an off-hand weapon. In addition, the
orc ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The orc ranger gains an additional +5 hit points.
Skills Nature +8, Perception +8
Str 19 (+6); Dex 15 (+4); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Orc Brawny Rogue [Level 4 Skirmisher]
Medium natural humanoid [XP 175]
Initiative +5; Senses Perception +2; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 16, Reflex 18, Will 14
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 4 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +9 vs. AC; 1d6 + 4 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +9 vs. Reflex; 1d6 + 4 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc rogue makes a basic melee attack and spends a healing surge.
- ○ [M] Setup Strike (standard) ✦ Weapon
- +9 vs. AC; 2d6 + 4 damage, and the target grants combat advantage to the orc rogue until the end of the orc rogue’s next turn.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +9 vs. AC; 2d6 + 4 damage.
Shuriken: Ranged 6/12; +9 vs. AC; 2d6 + 4 damage.
Hit:
The target is slowed and grants combat advantage to the orc rogue (save ends both). Miss: Half damage, and the target
grants combat advantage to the orc rogue until the end of the orc rogue’s next turn.
- ○ Tumble (move)
- The orc rogue can shift a number of squares equal to one-half the orc rogue’s speed.
- Running Charge
- When the orc rogue charges, add 2 to the orc rogue’s speed.
- First Strike
- At the start of an encounter, the orc rogue has combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the orc rogue’s weapon damage die increases by one size. When wielding a dagger, the orc rogue gains
a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the orc rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the orc rogue deals an extra 2d6 damage.
Skills Acrobatics +10, Thievery +10
Str 17 (+5); Dex 17 (+5); Wis 11 (+2);
Con 14 (+4); Int 10 (+2); Cha 13 (+3)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Orc Trickster Rogue [Level 4 Skirmisher]
Medium natural humanoid [XP 175]
Initiative +5; Senses Perception +7; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 15, Reflex 18, Will 15
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +8 vs. AC; 1d6 + 3 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +9 vs. AC; 1d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
The orc rogue can move 2 squares before the attack.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc rogue makes a basic melee attack and spends a healing surge.
- ○ [M/R] Trickster’s Blade (standard) ✦ Weapon
- Short Sword: +9 vs. AC; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 2d6 + 4 damage.
Hit: Add +2 to the orc rogue’s AC until the start of the orc rogue’s next turn.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +9 vs. AC; 3d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +8 vs. AC; 3d6 + 4 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the orc rogue hits the
target the orc rogue slides it 1 square.
- ● Fleeting Ghost (move)
- The orc rogue can move at full speed and make a Stealth check without the normal penalty from movement.
- Running Charge
- When the orc rogue charges, add 2 to the orc rogue’s speed.
- First Strike
- At the start of an encounter, the orc rogue has combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the orc rogue’s weapon damage die increases by one size. When wielding a dagger, the orc rogue gains
a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the orc rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the orc rogue deals an extra 2d6 damage.
Skills Stealth +10, Thievery +10
Str 15 (+4); Dex 17 (+5); Wis 11 (+2);
Con 14 (+4); Int 10 (+2); Cha 15 (+4)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Orc Fey-Pact Warlock [Level 4 Skirmisher]
Medium natural humanoid [XP 175]
Initiative +2; Senses Perception +3; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 17; Fortitude 15, Reflex 16, Will 17
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 1d6 + 4 psychic damage, and the orc warlock is invisible to the target until the start of the orc
warlock’s next turn.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc warlock makes a basic melee attack and spends a healing surge.
- ○ [C] Otherwind Stride (standard) ✦ Teleportation
- Close burst 1; +6 vs. Fortitude; 1d8 + 4 damage, and the target is immobilized until the end of the orc warlock’s next turn.
Hit or Miss: The orc warlock teleports 7 squares.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 3d8 + 4 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The orc warlock can teleport 3 squares, and the orc warlock gains a +2 power bonus to all defenses until the end of the orc
warlock’s next turn.
- ● Warlock’s Curse (minor)
- The orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the orc
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The orc warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The orc warlock can immediately teleport 3 squares.
- Running Charge
- When the orc warlock charges, add 2 to the orc warlock’s speed.
Skills Arcana +9, Bluff +10
Str 12 (+3); Dex 11 (+2); Wis 12 (+3);
Con 15 (+4); Int 15 (+4); Cha 17 (+5)
Equipment leather armor, spear
-1 Level / +1 Level
Orc Infernal-Pact Warlock [Level 4 Skirmisher]
Medium natural humanoid [XP 175]
Initiative +3; Senses Perception +2; low-light
HP 59; Bloodied 29
Healing Surges (+14 hp) ○
AC 17; Fortitude 17, Reflex 16, Will 15
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +7 vs. Reflex; 1d6 + 5 fire damage. If the orc warlock takes damage before the end of the orc warlock’s next turn,
the target takes an extra 1d6 + 5 fire damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc warlock makes a basic melee attack and spends a healing surge.
- ○ [R] Fiery Bolt (standard) ✦ Fire
- Ranged 10; +7 vs. Reflex; 3d6 + 5 fire damage, and creatures adjacent to the target take 1d6 + 7 fire damage.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +7 vs. Reflex; 3d10 + 5 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ● Warlock’s Curse (minor)
- The orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the orc
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The orc warlock can only curse one target per turn.
- □ Fiendish Resilience (minor)
- The orc warlock gains 6 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The orc warlock gains 4 temporary hit points.
- Running Charge
- When the orc warlock charges, add 2 to the orc warlock’s speed.
Skills Arcana +9, Intimidate +8
Str 12 (+3); Dex 12 (+3); Wis 11 (+2);
Con 19 (+6); Int 15 (+4); Cha 13 (+3)
Equipment leather armor, mace
-1 Level / +1 Level
Orc Star-Pact Warlock [Level 4 Skirmisher]
Medium natural humanoid [XP 175]
Initiative +3; Senses Perception +2; low-light
HP 59; Bloodied 29
Healing Surges (+14 hp) ○
AC 16; Fortitude 17, Reflex 15, Will 16
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +6 vs. AC; 1d6 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +7 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the orc warlock on its next turn, it takes
an extra 1d6 + 5 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc warlock makes a basic melee attack and spends a healing surge.
- ○ [R] Frigid Darkness (standard) ✦ Cold, Fear
- Ranged 10; +7 vs. Fortitude; 2d8 + 5 cold damage, and the target grants combat advantage to the orc warlock and any allies
until the end of the orc warlock’s next turn. Hit or Miss: The target takes a -1 penalty to AC until the end of the
orc warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +5 vs. Will; 3d6 + 3 radiant damage, and the target is immobilized until the end of the orc warlock’s next turn.
Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ○ Ethereal Stride (move) ✦ Teleportation
- The orc warlock can teleport 3 squares, and the orc warlock gains a +2 power bonus to all defenses until the end of the orc
warlock’s next turn.
- ● Warlock’s Curse (minor)
- The orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the orc
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The orc warlock can only curse one target per turn.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The orc warlock gains a +1 bonus to a single d20 roll the orc warlock makes during the orc warlock’s next turn. This bonus
is cumulative; if three cursed enemies drop, the bonus increases to +3.
- Running Charge
- When the orc warlock charges, add 2 to the orc warlock’s speed.
Skills Arcana +8, Insight +7
Str 12 (+3); Dex 12 (+3); Wis 11 (+2);
Con 19 (+6); Int 13 (+3); Cha 15 (+4)
Equipment leather armor, sickle
-1 Level / +1 Level
Orc Inspiring Warlord [Level 4 Soldier (Leader)]
Medium natural humanoid [XP 175]
Initiative +4; Senses Perception +2; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 19; Fortitude 18, Reflex 14, Will 16
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +9 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +9 vs. Fortitude; 4 damage, and choose one ally adjacent to either the orc warlord or the target. On his or her next attack
against the target, this ally gains a +2 bonus to the attack roll and the damage roll. If the ally does not attack the target
by the end of his or her next turn, the bonus is lost.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc warlord makes a basic melee attack and spends a healing surge.
- ○ [M] Warlord’s Strike (standard) ✦ Weapon
- +9 vs. AC; 2d10 + 5 damage, and all of the orc warlord’s allies gain a +3 bonus to damage rolls against the target until the
end of the orc warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +9 vs. AC; 3d10 + 5 damage, and allies within 5 squares of the orc warlord gains a +1 power bonus to all defenses until the
end of the encounter. Hit or Miss: Allies within 5 squares of the orc warlord gains 7 temporary hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The orc warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Shake It Off (minor)
- The orc warlord or one ally within 10 squares makes a saving throw with a +2 power bonus.
- Running Charge
- When the orc warlord charges, add 2 to the orc warlord’s speed.
- Inspiring Presence
- When an ally who can see the orc warlord spends an action point to take an extra action, that ally also regains 4 lost hit
points.
- Combat Leader
- The orc warlord and each ally within 10 squares who can see and hear the orc warlord gains a +2 power bonus to initiative.
Skills Heal +7, History +8
Str 19 (+6); Dex 11 (+2); Wis 10 (+2);
Con 14 (+4); Int 13 (+3); Cha 15 (+4)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Orc Tactical Warlord [Level 4 Soldier (Leader)]
Medium natural humanoid [XP 175]
Initiative +4; Senses Perception +2; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 19; Fortitude 18, Reflex 16, Will 15
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage. Before the orc warlord attacks, one ally adjacent to either the orc warlord or the target may
shift 1 square as a free action.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc warlord makes a basic melee attack and spends a healing surge.
- ○ [M] Steel Monsoon (standard) ✦ Weapon
- +10 vs. AC; 2d8 + 5 damage, and 2 allies within 5 squares of the orc warlord can shift 1 square.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +10 vs. AC; 3d8 + 5 damage, and the orc warlord and allies within 5 squares gain a +3 power bonus to attack rolls against
the target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ○ Knight’s Move (move)
- One ally within 10 squares takes a move action as a free action.
- ○○ Inspiring Word (minor) ✦ Healing
- The orc warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- Running Charge
- When the orc warlord charges, add 2 to the orc warlord’s speed.
- Tactical Presence
- When an ally the orc warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the attack
roll.
- Combat Leader
- The orc warlord and each ally within 10 squares who can see and hear the orc warlord gains a +2 power bonus to initiative.
Skills Heal +7, History +9
Str 19 (+6); Dex 11 (+2); Wis 10 (+2);
Con 14 (+4); Int 15 (+4); Cha 13 (+3)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Orc Control Wizard [Level 4 Artillery]
Medium natural humanoid [XP 175]
Initiative +3; Senses Perception +4; low-light
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 16; Fortitude 15, Reflex 16, Will 17
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +6 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the orc wizard’s next turn.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc wizard makes a basic melee attack and spends a healing surge.
- ○ [C] Color Spray (standard) ✦ Radiant
- Close blast 5; +6 vs. Will; 1d6 + 4 radiant damage, and the target is dazed until the end of the orc wizard’s next turn.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +6 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ○ Orb of Imposition (free)
- The orc wizard can choose one creature suffering from one of the orc wizard’s wizard spells whose effect ends on a saving
throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the orc wizard can extend
the duration a wizard at-will spell whose effect is ending at the end of the orc wizard’s current turn, so that it lasts instead
until the end of the orc wizard’s next turn.
- ○ Shield (immediate interrupt) ✦ Force
- When the orc wizard is hit by an attack.
The orc wizard gains a +4 power bonus to AC and Reflex defense until the end of the orc wizard’s next turn.
- Running Charge
- When the orc wizard charges, add 2 to the orc wizard’s speed.
Skills Arcana +10, Insight +9
Str 12 (+3); Dex 13 (+3); Wis 15 (+4);
Con 14 (+4); Int 17 (+5); Cha 11 (+2)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Orc War Wizard [Level 4 Artillery]
Medium natural humanoid [XP 175]
Initiative +4; Senses Perception +3; low-light
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 16; Fortitude 15, Reflex 16, Will 16
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 2 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +6 vs. Reflex; 1d6 + 4 fire damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc wizard makes a basic melee attack and spends a healing surge.
- ○ [A] Shock Sphere (standard) ✦ Lightning
- Area burst 2 within 10; +6 vs. Reflex; 2d6 + 4 lightning damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +6 vs. Reflex; 2d8 + 4 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +6 vs. Reflex; 1d8 + 4 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ○ Wand of Accuracy (free)
- The orc wizard gains a +2 bonus to a single attack roll.
- ○ Shield (immediate interrupt) ✦ Force
- When the orc wizard is hit by an attack.
The orc wizard gains a +4 power bonus to AC and Reflex defense until the end of the orc wizard’s next turn.
- Running Charge
- When the orc wizard charges, add 2 to the orc wizard’s speed.
Skills Arcana +10, History +10
Str 12 (+3); Dex 15 (+4); Wis 13 (+3);
Con 14 (+4); Int 17 (+5); Cha 11 (+2)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Orc Isolating Avenger [Level 4 Skirmisher]
Medium natural humanoid [XP 175]
Initiative +2; Senses Perception +5; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 4 damage, and the orc avenger shifts 1 square, sliding the target 1 square into the space the orc avenger
occupied.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc avenger makes a basic melee attack and spends a healing surge.
- ○ [M] Halo of Fire (standard) ✦ Fire, Weapon
- +9 vs. AC; 2d10 + 4 fire damage, and until the end of the orc avenger’s next turn, any enemy that ends its turn adjacent to
the target takes 7 fire damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +9 vs. AC; 2d10 + 4 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered
on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the orc avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the orc avenger can see in within 10 squares. When the orc avenger makes a melee attack against the target
and the target is the only enemy adjacent to the orc avenger, the orc avenger makes two attack rolls and use either result.
This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the orc avenger
regains the use of this power.
- ○ Refocus Enmity (minor)
- Choose one creature the orc avenger can see within 10 squares. The target becomes the target of the orc avenger’s oath of
enmity, replacing the current target.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the orc avenger makes an attack roll against the orc avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Running Charge
- When the orc avenger charges, add 2 to the orc avenger’s speed.
- Censure of Retribution
- When any enemy other than the orc avenger’s oath of enmity target hits the orc avenger, the orc avenger gains a +2 bonus to
damage rolls against the orc avenger’s oath of enmity target until the end of the orc avenger’s next turn. This bonus is cumulative.
- Armor of Faith
- The favor of the orc avenger’s deity wards the orc avenger from harm. While the orc avenger is neither wearing heavy armor
nor using a shield, the orc avenger gains a +3 bonus to AC.
Skills Athletics +9, Religion +9
Str 15 (+4); Dex 11 (+2); Wis 17 (+5);
Con 14 (+4); Int 15 (+4); Cha 10 (+2)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Orc Pursuing Avenger [Level 4 Skirmisher]
Medium natural humanoid [XP 175]
Initiative +4; Senses Perception +5; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 3 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +7 vs. AC; 1d8 + 3 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 4 damage, and if the target doesn’t end its next turn adjacent to the orc avenger, the orc avenger can shift
3 squares as a free action. The orc avenger must end that shift closer to the target.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc avenger makes a basic melee attack and spends a healing surge.
- ○ [M] Sequestering Strike (standard) ✦ Teleportation, Weapon
- +9 vs. AC; 2d10 + 4 damage, and the orc avenger teleports the target 3 squares. The orc avenger then teleports to a space
adjacent to the target.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +9 vs. AC; 2d10 + 4 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the orc avenger at the start of the orc avenger’s turn, the orc avenger can teleport to a space
within 3 squares of it as a minor action. This effect ends if the orc avenger ends the orc avenger’s turn more than 3 squares
away from the target.
- ○ Distracting Flare (move)
- The orc avenger becomes invisible and moves the orc avenger’s speed. The orc avenger is invisible until the end of the movement.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the orc avenger can see in within 10 squares. When the orc avenger makes a melee attack against the target
and the target is the only enemy adjacent to the orc avenger, the orc avenger makes two attack rolls and use either result.
This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the orc avenger
regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the orc avenger makes an attack roll against the orc avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Running Charge
- When the orc avenger charges, add 2 to the orc avenger’s speed.
- Censure of Pursuit
- If the orc avenger’s oath of enmity target moves away from the orc avenger willingly, the orc avenger gains a +4 bonus to
damage rolls against the target until the end of the orc avenger’s next turn.
- Armor of Faith
- The favor of the orc avenger’s deity wards the orc avenger from harm. While the orc avenger is neither wearing heavy armor
nor using a shield, the orc avenger gains a +3 bonus to AC.
Skills Religion +7, Stealth +9
Str 15 (+4); Dex 15 (+4); Wis 17 (+5);
Con 14 (+4); Int 11 (+2); Cha 10 (+2)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Orc Rageblood Barbarian [Level 4 Brute]
Medium natural humanoid [XP 175]
Initiative +3; Senses Perception +7; low-light
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 18; Fortitude 19, Reflex 15, Will 14
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+9 vs. AC; 1d12 + 1d8 + 5 damage (crit 25 + 1d12). Hit or Miss: Until the start of the orc barbarian’s next turn, any
attacker gains a +2 bonus to attack rolls against the orc barbarian. If the orc barbarian is raging, attackers do not gain
this bonus.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc barbarian makes a basic melee attack and spends a healing surge.
- ○ [M] Blade Sweep (standard) ✦ Weapon
- +9 vs. AC; 2d12 + 5 damage (crit 29 + 1d12), and each enemy adjacent to the orc barbarian takes 3 damage.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +9 vs. AC; 3d12 + 5 damage (crit 41 + 1d12). Miss: Half damage. Hit or Miss: The orc barbarian enters the rage
of the bloodhunt. Until the rage ends, the orc barbarian gains a +3 bonus to melee damage rolls if either the orc barbarian
or the orc barbarian’s target is bloodied.
- □ Primal Vitality (minor)
- The orc barbarian gains 5 temporary hit points. If the orc barbarian is raging, the orc barbarian instead gains 8 temporary
hit points.
- ○ Swift Charge (free)
- When the orc barbarian’s attack reduces an enemy to 0 hit points.
The orc barbarian charges an enemy.
- Running Charge
- When the orc barbarian charges, add 2 to the orc barbarian’s speed.
- Rageblood Vigor
- Whenever the orc barbarian’s attack reduces an enemy to 0 hit points, the orc barbarian gains 3 temporary hit points.
- Barbarian Agility
- While the orc barbarian is not wearing heavy armor, the orc barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +10, Perception +7
Str 19 (+6); Dex 12 (+3); Wis 11 (+2);
Con 17 (+5); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Orc Thaneborn Barbarian [Level 4 Brute]
Medium natural humanoid [XP 175]
Initiative +3; Senses Perception +7; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 18; Fortitude 19, Reflex 15, Will 15
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+9 vs. AC; 1d12 + 1d6 + 5 damage (crit 23 + 1d12). When charging, the orc barbarian can use this power in place of a melee
basic attack. If the orc barbarian is raging, the orc barbarian can move 2 extra squares as part of the charge.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc barbarian makes a basic melee attack and spends a healing surge.
- ○ [M] Daring Charge (standard) ✦ Weapon
- +9 vs. AC; 2d12 + 5 damage (crit 29 + 1d12). When charging, the orc barbarian can use this power in place of a melee basic
attack. If the orc barbarian charges, the orc barbarian gains a +2 bonus to the attack roll and the damage roll for each opportunity
attack made against the orc barbarian while the orc barbarian charges. The orc barbarian gains a +2 bonus to AC against any
opportunity attack the orc barbarian provokes during the orc barbarian’s charge.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +9 vs. Reflex; 1d12 + 5 damage (crit 17 + 1d12), and the orc barbarian knocks the
target prone. Miss: Half damage. Hit or Miss: The orc barbarian enters the rage of the macetail behemoth. Until
the rage ends, whenever the orc barbarian hits, the orc barbarian gains 4 temporary hit points.
- ○ Combat Sprint (move)
- The orc barbarian moves the orc barbarian’s speed + 4. The orc barbarian gains a +4 bonus to all defenses against any opportunity
attack the orc barbarian provoke with this movement.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the orc barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the orc barbarian’s next turn.
- Running Charge
- When the orc barbarian charges, add 2 to the orc barbarian’s speed.
- Thaneborn Triumph
- Whenever the orc barbarian bloodies an enemy, the next attack by the orc barbarian or an ally against that enemy gains a +2
bonus to the attack roll.
- Barbarian Agility
- While the orc barbarian is not wearing heavy armor, the orc barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +10, Perception +7
Str 19 (+6); Dex 12 (+3); Wis 11 (+2);
Con 15 (+4); Int 10 (+2); Cha 15 (+4)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Orc Cunning Bard [Level 4 Controller (Leader)]
Medium natural humanoid [XP 175]
Initiative +2; Senses Perception +7; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 19; Fortitude 15, Reflex 17, Will 17
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 1d6 + 4 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the orc
bard’s next turn.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc bard makes a basic melee attack and spends a healing surge.
- ○ [M] Cunning Ferocity (standard) ✦ Weapon
- +9 vs. Reflex; 1d8 + 4 damage, and each ally within 5 squares of the orc bard gains a +3 bonus to damage rolls against the
target until the end of the orc bard’s next turn.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +6 vs. Will; 2d6 + 4 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 3 hit points.
- ○○ Majestic Word (minor) ✦ Healing
- The orc bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power can
only be used once per round. The orc bard can also slide the target 1 square.
- □ Song of Defense (minor) ✦ Zone
- Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the orc bard’s next turn. When the
orc bard moves, the zone moves with the orc bard, remaining centered on the orc bard. While within the zone, any ally gains
a +1 power bonus to AC. Sustain Minor: The zone persists.
- Running Charge
- When the orc bard charges, add 2 to the orc bard’s speed.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 7 squares of the orc bard, the orc bard can slide that ally 1 square
as a free action.
- Skill Versatility
- The orc bard gains a +1 bonus to untrained skill checks.
Skills Arcana +9, Bluff +10
Str 14 (+4); Dex 11 (+2); Wis 10 (+2);
Con 15 (+4); Int 15 (+4); Cha 17 (+5)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Orc Valorous Bard [Level 4 Controller (Leader)]
Medium natural humanoid [XP 175]
Initiative +2; Senses Perception +7; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 20; Fortitude 16, Reflex 16, Will 17
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage, and the target takes a –2 penalty to the defense of the orc bard’s choice until the end of the
orc bard’s next turn.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc bard makes a basic melee attack and spends a healing surge.
- ○ [M] Charger’s Call (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 4 damage, and each ally within 5 squares of the orc bard gains a +4 bonus to attack rolls while charging
until the end of the orc bard’s next turn.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 4 damage, and the target grants combat advantage to the orc bard and the orc bard’s allies (save ends). Miss:
Half damage. Hit or Miss: Until the end of the encounter, whenever the orc bard hits an enemy, that enemy grants combat
advantage to the orc bard and the orc bard’s allies until the end of the orc bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The orc bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power can
only be used once per round. The orc bard can also slide the target 1 square.
- □ Song of Courage (minor) ✦ Zone
- Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the orc bard’s next turn. When
the orc bard moves, the zone moves with the orc bard, remaining centered on the orc bard. While within the zone, any ally
gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
- Running Charge
- When the orc bard charges, add 2 to the orc bard’s speed.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the orc bard reduces an enemy to 0 hit points or bloodies an enemy, the
orc bard can grant 4 temporary hit points to that ally as a free action.
- Skill Versatility
- The orc bard gains a +1 bonus to untrained skill checks.
Skills Arcana +8, Athletics +8
Str 14 (+4); Dex 11 (+2); Wis 10 (+2);
Con 17 (+5); Int 13 (+3); Cha 17 (+5)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Orc Guardian Druid [Level 4 Controller]
Medium natural humanoid [XP 175]
Initiative +3; Senses Perception +5; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 19; Fortitude 16, Reflex 15, Will 17
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +7 vs. AC; 2d4 + 3 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +6 vs. Reflex; 1d8 + 4 damage, and the target is slowed until the end of the orc druid’s next turn. This power can be used
as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +6 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc druid makes a basic melee attack and spends a healing surge.
- ○ [C] Tundra Wind (standard) ✦ Cold
- Close blast 3; +6 vs. Fortitude; 2d6 + 4 cold damage, the target is pushed 3 squares and is knocked prone.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +6 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the orc druid’s choice within 5 squares
of the target regains 8 hit points. Aftereffect: One creature of the orc druid’s choice within 5 squares of the target
regains 3 hit points. Miss: Half damage.
- ● Wild Shape (minor) ✦ Polymorph
- The orc druid changes from the orc druid’s humanoid form to beast form or vice versa. When the orc druid changes from beast
form back to the orc druid’s humanoid form, the orc druid shifts 1 square. While the orc druid is in beast form, the orc druid
can’t use attack, utility, or feat powers that lack the beast form keyword, although the orc druid can sustain such powers.
The orc druid can use this power once per round.
- ○ Barkskin (minor)
- The orc druid or one ally with 5 squares gains a +3 power bonus to AC until the end of the orc druid’s next turn.
- Running Charge
- When the orc druid charges, add 2 to the orc druid’s speed.
- Primal Guardian
- While the orc druid is not wearing heavy armor, the orc druid can use the orc druid’s Constitution modifier in place of the
orc druid’s Dexterity or Intelligence modifier to determine the orc druid’s AC.
Skills Heal +10, Nature +10
Str 14 (+4); Dex 13 (+3); Wis 17 (+5);
Con 17 (+5); Int 11 (+2); Cha 10 (+2)
Equipment hide armor, scythe
-1 Level / +1 Level
Orc Predator Druid [Level 4 Controller]
Medium natural humanoid [XP 175]
Initiative +4; Senses Perception +10; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 18; Fortitude 15, Reflex 16, Will 17
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +7 vs. AC; 2d4 + 3 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +6 vs. Reflex; 1d8 + 4 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +6 vs. Reflex; 1d6 + 1 fire damage, and the squares adjacent to the target become a fiery zone that lasts until
the end of the orc druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc druid makes a basic melee attack and spends a healing surge.
- ○ [M] Predator’s Flurry (standard) ✦ Beast Form
- +6 vs. Reflex; 1d6 + 4 damage, and the primary target is dazed until the end of the orc druid’s next turn. Hit or Miss:
The orc druid shifts 2 squares and then make a secondary attack against one creature other than the primary target. Secondary
Attack: +6 vs. Reflex; 1d6 + 4 damage, and the secondary target is dazed until the end of the orc druid’s next turn.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +6 vs. Reflex; 1d6 + 4 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the orc druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The orc druid changes from the orc druid’s humanoid form to beast form or vice versa. When the orc druid changes from beast
form back to the orc druid’s humanoid form, the orc druid shifts 1 square. While the orc druid is in beast form, the orc druid
can’t use attack, utility, or feat powers that lack the beast form keyword, although the orc druid can sustain such powers.
The orc druid can use this power once per round.
- □ Fleet Pursuit (minor) ✦ Beast Form
- Until the end of the encounter, the orc druid gains a +2 power bonus to the orc druid’s speed while the orc druid is in beast
form.
- Running Charge
- When the orc druid charges, add 2 to the orc druid’s speed.
- Primal Predator
- While the orc druid is not wearing heavy armor, the orc druid gains a +1 bonus to the orc druid’s speed.
Skills Nature +10, Perception +10
Str 14 (+4); Dex 15 (+4); Wis 17 (+5);
Con 15 (+4); Int 11 (+2); Cha 10 (+2)
Equipment hide armor, scythe
-1 Level / +1 Level
Orc Preserving Invoker [Level 4 Artillery]
Medium natural humanoid [XP 175]
Initiative +3; Senses Perception +5; low-light
HP 45; Bloodied 22
Healing Surges (+11 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 2 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 1d8 + 4 radiant damage, and the orc invoker slides the target 1 square. The orc invoker can use
this power as a ranged basic attack.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc invoker makes a basic melee attack and spends a healing surge.
- ○ [R] Offering of Justice (standard) ✦ Radiant
- Ranged 10; if the target attacks the orc invoker or the orc invoker’s allies before the end of its next turn, the target takes
2d10 + 4 radiant damage at the end of that turn. If the target doesn’t attack the orc invoker or the orc invoker’s allies
before the end of its next turn, the target instead gains 5 temporary hit points at the end of that turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +6 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the orc invoker’s next turn.
- ○ Divine Call (minor)
- One or two allies within 10 squares are pulled 3 squares.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the orc invoker hits the orc invoker’s ally.
The orc invoker gains a +2 bonus to the orc invoker’s next attack roll against the triggering enemy if that attack occurs
before the end of the orc invoker’s next turn.
- Running Charge
- When the orc invoker charges, add 2 to the orc invoker’s speed.
- Covenant of Preservation
- When the orc invoker uses a divine encounter or daily attack power on the orc invoker’s turn, the orc invoker can slide an
ally within 10 squares of the orc invoker 1 square.
Skills Arcana +9, Religion +9
Str 12 (+3); Dex 12 (+3); Wis 17 (+5);
Con 15 (+4); Int 15 (+4); Cha 11 (+2)
Equipment hide armor, morningstar
-1 Level / +1 Level
Orc Wrathful Invoker [Level 4 Artillery]
Medium natural humanoid [XP 175]
Initiative +3; Senses Perception +5; low-light
HP 47; Bloodied 23
Healing Surges (+11 hp) ○
AC 19; Fortitude 17, Reflex 15, Will 17
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 2 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Fortitude; 1d10 + 4 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+3 radiant damage. The orc invoker can use this power as a ranged basic attack.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc invoker makes a basic melee attack and spends a healing surge.
- ○ [A] Chains of Carceri (standard)
- Area burst 1 within 10; +6 vs. Reflex; 2d8 + 4 damage, and the target is slowed until the end of the orc invoker’s next turn.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +6 vs. Reflex; 1d10 + 4 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the orc invoker hits the orc invoker.
The triggering enemy takes 3 radiant damage and is pushed 2 squares.
- □ Shroud of Warning (no action)
- When the orc invoker and the orc invoker’s allies roll initiative at the beginning of an encounter.
The orc invoker and each ally in within 10 squares gains a +3 bonus to the initiative check.
- Running Charge
- When the orc invoker charges, add 2 to the orc invoker’s speed.
- Covenant of Wrath
- When the orc invoker uses a divine encounter or daily attack power on the orc invoker’s turn, the orc invoker gains a bonus
to the damage roll equal to 1 for each enemy the orc invoker attacks with the power.
Skills Endurance +9, Religion +8
Str 12 (+3); Dex 12 (+3); Wis 17 (+5);
Con 17 (+5); Int 13 (+3); Cha 11 (+2)
Equipment chainmail, morningstar
-1 Level / +1 Level
Orc Bear Shaman [Level 4 Controller (Leader)]
Medium natural humanoid [XP 175]
Initiative +3; Senses Perception +10; low-light
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 16; Fortitude 17, Reflex 14, Will 17
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +6 vs. AC; 1d10 + 2 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +6 vs. Will; 1d8 + 4 damage, and each ally adjacent to the orc shaman’s spirit companion gains 3 temporary
hit points.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc shaman makes a basic melee attack and spends a healing surge.
- ○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
- Spirit melee 1; +6 vs. Fortitude; 2d8 + 4 damage, and one ally adjacent to the orc shaman’s spirit companion can spend a healing
surge and regains 3 additional hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +6 vs. Fortitude; 1d8 + 4 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the orc shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character
can end this effect on himself or herself to regain 10 hit points.
- □ Spirit of Life (standard) ✦ Healing
- One ally within 10 squares regains hit points as if he or she had spent a healing surge.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The orc shaman conjures the orc shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the orc shaman falls unconscious or until the orc shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies
cannot move through its space, but allies can. When the orc shaman takes a move action, the orc shaman can also move the spirit
a number of squares equal to the orc shaman’s speed.
The spirit can be targeted by melee or ranged attacks, although
it lacks hit points. If a single melee or ranged attack deals 12 damage to the spirit, the spirit disappears, and the orc
shaman takes 7 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The orc shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the orc
shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the orc shaman’s spirit companion without shifting.
Targets triggering enemy; +6 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the orc shaman’s spirit
companion regains 3 hit points.
- Running Charge
- When the orc shaman charges, add 2 to the orc shaman’s speed.
- Protector Spirit
- Any ally adjacent to the orc shaman’s spirit companion regains 3 additional hit points when he or she uses second wind or
when the orc shaman uses a healing power on him or her.
Skills Nature +10, Perception +10
Str 13 (+3); Dex 12 (+3); Wis 17 (+5);
Con 17 (+5); Int 13 (+3); Cha 10 (+2)
Equipment leather armor, longspear
-1 Level / +1 Level
Orc Panther Shaman [Level 4 Controller (Leader)]
Medium natural humanoid [XP 175]
Initiative +3; Senses Perception +10; low-light
HP 55; Bloodied 27
Healing Surges (+13 hp) ○
AC 17; Fortitude 16, Reflex 15, Will 17
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +6 vs. AC; 1d10 + 2 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +6 vs. Fortitude; 1d10 + 4 damage, and until the end of the orc shaman’s next turn, the orc shaman’s spirit
companion can flank with the orc shaman and the orc shaman’s allies. If the target is bloodied, the orc shaman gains a +1
bonus to the attack roll.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc shaman makes a basic melee attack and spends a healing surge.
- ○ [R] Lightning Panther Spirit (standard) ✦ Lightning
- Ranged 5; +6 vs. Reflex; 1d10 + 4 lightning damage, until the end of the orc shaman’s next turn, any ally adjacent to the
orc shaman’s spirit companion can shift as a minor action. In addition, until the end of the orc shaman’s next turn, any ally
ignores difficult terrain in the orc shaman’s spirit companion’s space and in squares adjacent to it.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the orc shaman’s spirit companion; +6 vs. Will; 3d6 + 4
psychic damage, and the orc shaman knocks the target prone. Miss: Half damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The orc shaman conjures the orc shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the orc shaman falls unconscious or until the orc shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies
cannot move through its space, but allies can. When the orc shaman takes a move action, the orc shaman can also move the spirit
a number of squares equal to the orc shaman’s speed.
The spirit can be targeted by melee or ranged attacks, although
it lacks hit points. If a single melee or ranged attack deals 12 damage to the spirit, the spirit disappears, and the orc
shaman takes 7 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The orc shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the orc
shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- □ Spirits of Battle (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter.
While within the zone, the orc shaman’s allies gain a +1 bonus to attack rolls.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the orc shaman’s spirit companion without shifting.
Targets triggering enemy; +6 vs. Reflex; 1d10 + 4 damage.
- Running Charge
- When the orc shaman charges, add 2 to the orc shaman’s speed.
- Stalker Spirit
- Any ally adjacent to the orc shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.
Skills Nature +10, Perception +10
Str 13 (+3); Dex 12 (+3); Wis 17 (+5);
Con 15 (+4); Int 15 (+4); Cha 10 (+2)
Equipment leather armor, longspear
-1 Level / +1 Level
Orc Chaos Sorcerer [Level 4 Artillery]
Medium natural humanoid [XP 175]
Initiative +4; Senses Perception +2; low-light
HP 44; Bloodied 22
Healing Surges (+11 hp) ○
AC 15; Fortitude 15, Reflex 15, Will 18
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +8 vs. AC; 1d4 + 3 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +6 vs. Will; 1d10 + 6 psychic damage and if the orc sorcerer rolled an even number for the primary attack roll,
make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack:
+6 vs. Will; 1d6 + 3 psychic damage. If the orc sorcerer rolled an even number for the secondary attack roll, repeat the secondary
attack. The orc sorcerer can attack a creature only once with a single use of this power.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc sorcerer makes a basic melee attack and spends a healing surge.
- ○ [R] Spectral Claw (standard) ✦ Force
- Ranged 10; +6 vs. Fortitude; 1d8 + 6 force damage, and the target is immobilized until the end of the orc sorcerer’s next
turn. If the orc sorcerer rolled an even number on the attack roll, the orc sorcerer slides the target 2 squares.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +6 vs. Will; 6d6 + 6 radiant damage and if the orc sorcerer rolled an even number on the attack roll, the target
takes a -2 penalty to attack rolls against the orc sorcerer (save ends). Miss: Half damage.
- ○ Stretch Spell (minor)
- Until the end of the orc sorcerer’s turn, add +2 to the range of the orc sorcerer’s ranged arcane powers.
- Running Charge
- When the orc sorcerer charges, add 2 to the orc sorcerer’s speed.
- Chaos Power
- The orc sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the orc sorcerer rolls a natural 20 on an attack roll for an arcane power, the orc sorcerer slides the target 1 square
and knock it prone after applying the attack’s other effects. When the orc sorcerer rolls a natural 1 on an attack roll
for an arcane power, the orc sorcerer must push each creature within 5 squares of the orc sorcerer 1 square.
Skills Arcana +7, Bluff +10
Str 15 (+4); Dex 15 (+4); Wis 10 (+2);
Con 14 (+4); Int 11 (+2); Cha 17 (+5)
Equipment cloth armor, dagger
-1 Level / +1 Level
Orc Dragon Sorcerer [Level 4 Skirmisher]
Medium natural humanoid [XP 175]
Initiative +3; Senses Perception +2; low-light
HP 54; Bloodied 27
Healing Surges (+13 hp) ○
AC 16; Fortitude 16, Reflex 14, Will 18
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 4 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +6 vs. Reflex; 1d8 + 7 fire damage. The next enemy that hits the orc sorcerer with a melee attack before the
end of the orc sorcerer’s next turn takes 3 fire damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc sorcerer makes a basic melee attack and spends a healing surge.
- ○ [C] Poisonous Exhalation (standard) ✦ Poison
- Close blast 3; +6 vs. Fortitude; 2d8 + 7 poison damage, and the target takes a –3 penalty to Fortitude until the end of the
orc sorcerer’s next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +6 vs. Reflex; 3d8 + 7 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
orc sorcerer’s next turn, whenever an enemy hits the orc sorcerer with a melee attack, the orc sorcerer pushes that enemy
1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ○ Dragonflame Mantle (immediate interrupt) ✦ Fire
- When the orc sorcerer is hit by an attack.
Until the end of the orc sorcerer’s next turn, the orc sorcerer gains a +1 power bonus to all defenses, and any creature that
hits the orc sorcerer with a melee attack takes 1d6 + 4 fire damage.
- Running Charge
- When the orc sorcerer charges, add 2 to the orc sorcerer’s speed.
- Draconic Power
- The orc sorcerer gains a +3 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the orc sorcerer is not wearing heavy armor, the orc sorcerer can use the orc sorcerer’s Strength modifier in place
of the orc sorcerer’s Dexterity or Intelligence modifier to determine the orc sorcerer’s AC.
Skills Arcana +7, Athletics +10
Str 17 (+5); Dex 13 (+3); Wis 10 (+2);
Con 14 (+4); Int 11 (+2); Cha 17 (+5)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Orc Earth Warden [Level 4 Brute]
Medium natural humanoid [XP 175]
Initiative +3; Senses Perception +8; low-light
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 21; Fortitude 18, Reflex 16, Will 15
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 5 damage, and the orc warden gains a +1 power bonus to AC until the end of the orc warden’s next turn.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc warden makes a basic melee attack and spends a healing surge.
- ○ [M] Earthgrasp Strike (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 5 damage, and the orc warden knocks the target prone. The target can’t stand up until the end of the orc
warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + 5 damage.
- □ Nature’s Abundance (standard) ✦ Zone
- Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The orc warden and the orc warden’s
allies have cover while within the zone.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The orc warden assumes the guardian form of the willow sentinel until the end of the encounter. While the orc warden is in
this form, the orc warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude
while adjacent to the orc warden. Once during this encounter, the orc warden can make the following attack while the orc warden
is in this form as an immediate interrupt when an enemy adjacent to the orc warden makes an attack roll against the orc warden’s
ally.
Secondary Attack: Targets the triggering enemy; +9 vs. AC; 1d10 + 5 damage, and the target takes a –4
penalty to the triggering attack roll. Miss: Half damage, and the target takes a –2 penalty to the triggering attack
roll.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the orc warden that is within 5 squares of the orc warden makes an attack that does not include
the orc warden as a target.
Targets the triggering enemy; The orc warden slides the target 1 square. The target is slowed and cannot shift until the end
of its turn.
- Running Charge
- When the orc warden charges, add 2 to the orc warden’s speed.
- Earthstrength
- When the orc warden uses the orc warden’s second wind, the orc warden gains an additional +3 bonus to AC. The bonus lasts
until the end of the orc warden’s next turn.
- Font of Life
- At the start of the orc warden’s turn, the orc warden can make a saving throw against one effect that a save can end. On a
save, the effect immediately ends, preventing it from affecting the orc warden on the orc warden’s current turn. If the orc
warden fails the saving throw, the orc warden still makes a saving throw against the effect at the end of the orc warden’s
turn.
- Nature’s Wrath
- Once during each of the orc warden’s turns, the orc warden can mark each adjacent enemy as a free action. This mark lasts
until the end of the orc warden’s next turn.
Skills Athletics +8, Perception +8
Str 19 (+6); Dex 12 (+3); Wis 13 (+3);
Con 17 (+5); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Orc Wild Warden [Level 4 Brute]
Medium natural humanoid [XP 175]
Initiative +3; Senses Perception +9; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 18; Fortitude 18, Reflex 14, Will 16
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +9 vs. AC; 1d12 + 5 damage (crit 17 + 1d12), and the target is slowed until the end of the orc warden’s next turn.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc warden makes a basic melee attack and spends a healing surge.
- ○ [M] Predatory Guardian (standard) ✦ Weapon
- +9 vs. AC; 2d12 + 5 damage (crit 29 + 1d12). If the target shifts before the start of the orc warden’s next turn, the orc
warden shifts 3 squares as an immediate reaction.
- ○ Eyes of the Hawk (minor)
- The orc warden makes a Perception check with a +10 power bonus.
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The orc warden assumes the guardian form of the relentless panther until the end of the encounter. While the orc warden is
in this form, the orc warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by the orc warden.
In addition, the orc warden can shift 2 squares as a move action. Once during this encounter, the orc warden can make the
following attack while the orc warden is in this form as a standard action.
Secondary Attack: Before the attack,
the orc warden shifts the orc warden’s speed; +9 vs. Reflex; 2d12 + 5 damage (crit 29 + 1d12), and ongoing 5 damage (save
ends). Miss: Half damage, and ongoing 2 damage (save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the orc warden makes an attack that does not include the orc warden as a target.
Targets the triggering enemy; +9 vs. Fortitude; 1d12 + 5 damage (crit 17 + 1d12), and the target grants combat advantage to
the orc warden and the orc warden’s allies until the end of the orc warden’s next turn.
- Running Charge
- When the orc warden charges, add 2 to the orc warden’s speed.
- Wildblood
- When the orc warden uses the orc warden’s second wind, each enemy marked by the orc warden takes an additional -2 penalty
to attack rolls for attacks that don’t include the orc warden as a target, until the end of the orc warden’s next turn.
- Font of Life
- At the start of the orc warden’s turn, the orc warden can make a saving throw against one effect that a save can end. On a
save, the effect immediately ends, preventing it from affecting the orc warden on the orc warden’s current turn. If the orc
warden fails the saving throw, the orc warden still makes a saving throw against the effect at the end of the orc warden’s
turn.
- Nature’s Wrath
- Once during each of the orc warden’s turns, the orc warden can mark each adjacent enemy as a free action. This mark lasts
until the end of the orc warden’s next turn.
Skills Athletics +10, Perception +9
Str 19 (+6); Dex 12 (+3); Wis 15 (+4);
Con 15 (+4); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Copyright 2009 by Paul Strack. The contents of this document may be used in
accordance with the Open Gaming License, version
1.0a. 100% of the document is open gaming content, as per section 8 of the
Open Gaming License.