Orc NPCs [Level 8]
Orc Battle Cleric [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +4; Senses Perception +7; low-light
HP 86; Bloodied 43
Healing Surges (+21 hp) ○
AC 22; Fortitude 21, Reflex 16, Will 21
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage, and one ally within 5 squares gains a +5 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] Awe Strike (standard) ✦ Fear, Weapon
- +13 vs. Will; 1d10 + 7 damage, and the target is immobilized until the end of the orc cleric’s next turn.
- □ Cure Serious Wounds (standard) ✦ Healing
- The orc cleric or one creature touched by the orc cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The orc cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- □ Weapon of the Gods (minor) ✦ Radiant, Weapon
- One weapon touched by the orc cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal an
extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder’s
next turn.
- ○ 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 +12, Religion +9
Str 20 (+9); Dex 11 (+4); Wis 16 (+7);
Con 14 (+6); Int 10 (+4); Cha 13 (+5)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Orc Devoted Cleric [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +4; Senses Perception +8; low-light
HP 86; Bloodied 43
Healing Surges (+21 hp) ○
AC 22; Fortitude 18, Reflex 16, Will 22
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +10 vs. Reflex; 1d8 + 6 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] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +10 vs. Will; 2d8 + 6 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the orc
cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +10 vs. AC; 1d10 + 6 damage. The orc cleric conjures a weapon that appears in the target’s square and attacks.
Hit or Miss: The orc cleric’s allies gain combat advantage against the target. The orc cleric can move the weapon up
to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the orc cleric’s next turn. Sustain
Minor: Repeat the attack. The orc cleric’s allies continue to gain combat advantage against the weapon’s target.
- □ Cure Serious Wounds (standard) ✦ Healing
- The orc cleric or one creature touched by the orc cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The orc cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 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 +13, Religion +9
Str 15 (+6); Dex 11 (+4); Wis 18 (+8);
Con 14 (+6); Int 10 (+4); Cha 16 (+7)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Orc Greatweapon Fighter [Level 8 Soldier]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +5; low-light
HP 90; Bloodied 45
Healing Surges (+22 hp) ○
AC 23; Fortitude 23, Reflex 17, Will 17
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12). Miss: 5 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc fighter makes a basic melee attack and spends a healing surge.
- ○ [C] Come and Get It (standard) ✦ Weapon
- Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the orc fighter. A target that
cannot end adjacent to the orc fighter is not pulled. The orc fighter then makes a close attack targeting each adjacent enemy:
+13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +13 vs. AC; 3d12 + 7 damage (crit 43 + 1d12), and the target is immobilized (save ends). Miss: The power is not expended.
- □ Defensive Training (minor) ✦ Stance
- The orc fighter gains a +2 power bonus to the orc fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the orc fighter uses another stance power.
- 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 +14, Intimidate +9
Str 20 (+9); Dex 13 (+5); Wis 12 (+5);
Con 18 (+8); Int 10 (+4); Cha 11 (+4)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Orc Guardian Fighter [Level 8 Soldier]
Medium natural humanoid [XP 350]
Initiative +7; Senses Perception +5; low-light
HP 87; Bloodied 43
Healing Surges (+21 hp) ○
AC 25; Fortitude 23, Reflex 21, Will 17
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+14 vs. AC; 1d8 + 7 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] Iron Bulwark (standard) ✦ Weapon
- +14 vs. AC; 2d8 + 7 damage. Hit or Miss: The orc fighter gains a +2 power bonus to AC until the end of the orc fighter’s
next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +14 vs. AC; 2d8 + 7 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
- ○ Unbreakable (immediate reaction)
- When the orc fighter is hit by an attack.
Reduce the damage from the attack by 7.
- 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 +10, Intimidate +9
Str 20 (+9); Dex 16 (+7); Wis 12 (+5);
Con 15 (+6); Int 10 (+4); Cha 11 (+4)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Orc Avenging Paladin [Level 8 Soldier]
Medium natural humanoid [XP 350]
Initiative +4; Senses Perception +5; low-light
HP 86; Bloodied 43
Healing Surges (+21 hp) ○
AC 24; Fortitude 22, Reflex 17, Will 20
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +14 vs. AC; 1d10 + 7 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] Thunder Smite (standard) ✦ Thunder, Weapon
- +14 vs. AC; 2d10 + 7 thunder damage, and the target is knocked prone. If the target is marked by the orc paladin, the attack
can score a critical hit on a roll of 19–20.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The orc paladin must spend a healing surge without regaining any hit points.
+14 vs. AC; 4d10 + 7 radiant damage. Miss: Half damage.
- ● 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.
- □ Wrath of the Gods (minor)
- The orc paladin and each adjacent ally add +3 to damage rolls until the end of the encounter.
- Running Charge
- When the orc paladin charges, add 2 to the orc paladin’s speed.
Skills Intimidate +12, Religion +9
Str 20 (+9); Dex 11 (+4); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 16 (+7)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Orc Protecting Paladin [Level 8 Soldier]
Medium natural humanoid [XP 350]
Initiative +4; Senses Perception +5; low-light
HP 86; Bloodied 43
Healing Surges (+21 hp) ○
AC 26; Fortitude 21, Reflex 19, Will 21
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 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.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +10 vs. Will; 2d10 + 6 damage, and the target is pulled 1 square.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +10 vs. Reflex; 2d6 + 6 damage. Hit or Miss: The burst creates a zone of bright light
that lasts until the end of the encounter. The orc paladin and the orc paladin’s allies gain a +1 power bonus to all defenses
while within the zone.
- ● 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 7 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.
- □ Divine Bodyguard (minor)
- Choose an ally within 5 squares. The orc paladin takes half that ally’s damage until the end of the encounter or until the
orc paladin ends the effect as a free action. No power or effect can reduce the damage the orc paladin takes from this power.
- Running Charge
- When the orc paladin charges, add 2 to the orc paladin’s speed.
Skills Intimidate +13, Religion +9
Str 18 (+8); Dex 11 (+4); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 18 (+8)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Orc Archer Ranger [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +8; Senses Perception +10; low-light
HP 86; Bloodied 43
Healing Surges (+21 hp) ○
AC 23; Fortitude 21, Reflex 21, Will 17
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 6 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +12 vs. AC; 1d10 + 6 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +13/+13 vs. AC; 1d8 + 2 damage (main)/1d6 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +12 vs. AC (twice); 1d10 + 2 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc ranger makes a basic melee attack and spends a healing surge.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +12 vs. AC; 2d10 + 6 damage (first shot) and 1d10 + 6 damage (second
shot).
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +12 vs. AC; 3d10 + 6 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
- ● 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.
- ○ Weave through the Fray (immediate interrupt)
- When an enemy moves adjacent to the orc ranger.
The orc ranger can shift 1 square.
- 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 +10, Stealth +12
Str 18 (+8); Dex 18 (+8); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Orc Two-Blade Ranger [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +7; Senses Perception +10; low-light
HP 91; Bloodied 45
Healing Surges (+22 hp) ○
AC 22; Fortitude 22, Reflex 20, Will 17
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +11 vs. AC; 1d10 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +14/+14 vs. AC; 1d8 + 2 damage (main)/1d8 + 2 damage
(off-hand).
Longbow: Ranged 20/40; +11 vs. AC (twice); 1d10 + 2 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc ranger makes a basic melee attack and spends a healing surge.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +14 vs. AC; 2d8 + 7 damage.
Longsword (off
hand): +14 vs. AC; 1d8 + 7 damage.
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The orc ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main):
+14 vs. AC; 2d8 + 7 damage.
Longsword (off hand): +14 vs. AC; 1d8 + 7 damage.
Hit or Miss: After
attacking the primary target, the orc ranger can shift 2 squares and make a secondary attack against a different creature.
Secondary Attack: +14 vs. AC; 1d8 + 7 damage (off-hand).
- ● 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.
- □ Evade Ambush (no action)
- At the start of a surprise round in which any allies are surprised, the orc ranger can use this power to allow one ally to
avoid being surprised.
- 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 +10, Perception +10
Str 20 (+9); Dex 16 (+7); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Orc Brawny Rogue [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +8; Senses Perception +4; low-light
HP 86; Bloodied 43
Healing Surges (+21 hp) ○
AC 22; Fortitude 20, Reflex 22, Will 17
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 6 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +13 vs. AC; 1d6 + 6 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +13 vs. Reflex; 1d6 + 6 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc rogue makes a basic melee attack and spends a healing surge.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +13 vs. Fortitude; 1d6 + 6 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the orc rogue’s
next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +13 vs. Fortitude; 2d6 + 6 damage, and ongoing 9 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ Ignoble Escape (move)
- If the orc rogue is marked, end that condition. The orc rogue can shift a number of squares equal to 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 +13, Thievery +13
Str 18 (+8); Dex 18 (+8); Wis 11 (+4);
Con 14 (+6); Int 10 (+4); Cha 13 (+5)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Orc Trickster Rogue [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +8; Senses Perception +9; low-light
HP 86; Bloodied 43
Healing Surges (+21 hp) ○
AC 22; Fortitude 18, Reflex 22, Will 19
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +11 vs. AC; 1d6 + 4 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +13 vs. AC; 1d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +12 vs. AC; 1d6 + 6 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] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +13 vs. AC; 2d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +12 vs. AC; 2d6 + 6 damage.
Miss: Make a secondary attack against the target.
Short Sword: +13 vs. AC; 1d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +13 vs. Fortitude; 2d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +12 vs. Fortitude; 2d6 +
6 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half
its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked
prone.
- ● Chameleon (immediate interrupt)
- When the orc rogue is hidden and loses cover or concealment against an opponent.
The orc rogue makes a Stealth check. Until the end of the orc rogue’s next turn, the orc rogue remains hidden from a creature
with a clear line of sight to the orc rogue if that creature does not beat the orc rogue’s check result with its Perception
check. If at the end of the orc rogue’s next turn, the orc rogue is not behind cover or concealment against a creature, that
creature automatically notices the orc rogue.
- 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 +13, Thievery +13
Str 15 (+6); Dex 18 (+8); Wis 11 (+4);
Con 14 (+6); Int 10 (+4); Cha 16 (+7)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Orc Fey-Pact Warlock [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +4; Senses Perception +5; low-light
HP 87; Bloodied 43
Healing Surges (+21 hp) ○
AC 21; Fortitude 18, Reflex 20, Will 21
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +10 vs. Reflex; 1d10 + 6 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +10 vs. Will; 1d6 + 6 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.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +10 vs. Will; 1d10 + 6 psychic damage, and the orc warlock and all allies in range are invisible to the target
until the end of the orc warlock’s next turn. Hit or Miss: The orc warlock gains a +3 power bonus to Stealth checks
until the end of the encounter.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +10 vs. Will; 2d6 + 6 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes
a melee basic attack against one of its adjacent allies of the orc warlock’s choice (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.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The orc warlock can immediately teleport 3 squares.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- Running Charge
- When the orc warlock charges, add 2 to the orc warlock’s speed.
Skills Arcana +12, Bluff +13
Str 12 (+5); Dex 11 (+4); Wis 12 (+5);
Con 15 (+6); Int 16 (+7); Cha 18 (+8)
Equipment leather armor, spear
-1 Level / +1 Level
Orc Infernal-Pact Warlock [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +4; low-light
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 21; Fortitude 21, Reflex 20, Will 18
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +11 vs. Reflex; 1d6 + 7 fire damage. If the orc warlock takes damage before the end of the orc warlock’s next turn,
the target takes an extra 1d6 + 7 fire damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc warlock makes a basic melee attack and spends a healing surge.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +11 vs. Fortitude; 2d6 + 7 thunder damage, and the target is pushed 4 squares.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +11 vs. Reflex; 2d10 + 7 fire damage. Hit or Miss: The targets take 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.
- □ Shroud of Black Steel (minor) ✦ Polymorph
- The orc warlock’s skin changes into living steel. The orc warlock gains a +2 power bonus to AC and Fortitude defense but take
a –2 penalty to speed until the end of the encounter. The orc warlock can end this effect as a minor action.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The orc warlock gains 8 temporary hit points.
- Running Charge
- When the orc warlock charges, add 2 to the orc warlock’s speed.
Skills Arcana +12, Intimidate +10
Str 12 (+5); Dex 12 (+5); Wis 11 (+4);
Con 20 (+9); Int 16 (+7); Cha 13 (+5)
Equipment leather armor, mace
-1 Level / +1 Level
Orc Star-Pact Warlock [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +4; low-light
HP 92; Bloodied 46
Healing Surges (+23 hp) ○
AC 19; Fortitude 21, Reflex 18, Will 20
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +11 vs. Fortitude; 1d6 + 7 radiant damage. If the target moves nearer to the orc warlock on its next turn, it takes
an extra 1d6 + 7 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc warlock makes a basic melee attack and spends a healing surge.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +9 vs. Will; 2d6 + 5 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -1 penalty to both rolls.
- □ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
- Area burst 1 within 10. The burst creates a zone of darkness until the end of the orc warlock’s next turn, blocking line of
sight. Creatures that enter the zone or start their turns there take 2d10 + 2 necrotic damage. Sustain Minor: Make
a secondary attack against each creature within the zone. Secondary Attack: +11 vs. Fortitude; 1d6 + 7 necrotic damage.
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- Running Charge
- When the orc warlock charges, add 2 to the orc warlock’s speed.
Skills Arcana +10, Insight +9
Str 12 (+5); Dex 12 (+5); Wis 11 (+4);
Con 20 (+9); Int 13 (+5); Cha 16 (+7)
Equipment leather armor, sickle
-1 Level / +1 Level
Orc Inspiring Warlord [Level 8 Soldier (Leader)]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +4; low-light
HP 86; Bloodied 43
Healing Surges (+21 hp) ○
AC 22; Fortitude 22, Reflex 17, Will 20
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +13 vs. Fortitude; 5 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 +3 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] Sunder Armor (standard) ✦ Weapon
- +13 vs. AC; 2d10 + 7 damage. Until the end of the orc warlord’s next turn, any attack roll against the target can score a
critical hit on a roll of 18–20.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +13 vs. AC; 3d10 + 7 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional
3 hit points.
- ○○ Inspiring Word (minor) ✦ Healing
- The orc warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- □ Stand Tough (minor) ✦ Healing
- The orc warlord and each ally within 5 squares regain 13 hit points.
- 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 7 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 +9, History +10
Str 20 (+9); Dex 11 (+4); Wis 10 (+4);
Con 14 (+6); Int 13 (+5); Cha 16 (+7)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Orc Tactical Warlord [Level 8 Soldier (Leader)]
Medium natural humanoid [XP 350]
Initiative +6; Senses Perception +4; low-light
HP 86; Bloodied 43
Healing Surges (+21 hp) ○
AC 23; Fortitude 22, Reflex 20, Will 18
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 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] Surprise Attack (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage, and an ally within 5 squares of the orc warlord makes a basic attack with combat advantage as
a free action against a target of his or her choice. The ally gains a +3 bonus to the attack roll.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +14 vs. Reflex; 3d8 + 7 damage. Hit or Miss: Until the end of the encounter, when the orc warlord is adjacent to the
target and it walks or runs, the orc warlord can cancel that movement as an immediate interrupt.
- ○○ Inspiring Word (minor) ✦ Healing
- The orc warlord or one ally within 5 squares can spend a healing surge and regain an additional 2d6 hit points. This power
can only be used once per round.
- ○ Guide the Charge (immediate interrupt)
- When an ally within 10 squares charges.
If the ally hits, he or she adds +3 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- 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 +3 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 +9, History +12
Str 20 (+9); Dex 11 (+4); Wis 10 (+4);
Con 14 (+6); Int 16 (+7); Cha 13 (+5)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Orc Control Wizard [Level 8 Artillery]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +7; low-light
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 20; Fortitude 18, Reflex 20, Will 21
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +10 vs. Fortitude; 1d6 + 6 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.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +10 vs. Fortitude; 2d10 + 6 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +10 vs. Fortitude; 1d10 + 6 poison damage. Hit or Miss: The burst creates a zone of poisonous
vapor that blocks line of sight until the end of the orc wizard’s next turn. Creatures that enter the zone or start their
turns there take 1d10 + 6 poison damage. As a move action, the orc wizard can move the zone up to 6 squares. Sustain Minor:
The zone persists.
- □ Invisibility (standard) ✦ Illusion
- The orc wizard or one creature with 5 squares becomes invisible until the end of the orc wizard’s next turn. If the target
attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the orc wizard can sustain
the effect.
- ○ 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 -3 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.
- Running Charge
- When the orc wizard charges, add 2 to the orc wizard’s speed.
Skills Arcana +13, Insight +12
Str 12 (+5); Dex 13 (+5); Wis 16 (+7);
Con 14 (+6); Int 18 (+8); Cha 11 (+4)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Orc War Wizard [Level 8 Artillery]
Medium natural humanoid [XP 350]
Initiative +7; Senses Perception +5; low-light
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 20; Fortitude 18, Reflex 20, Will 19
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +10 vs. Reflex; 1d6 + 6 fire damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc wizard makes a basic melee attack and spends a healing surge.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +10 vs. Reflex; 2d6 + 6 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +10 vs. Reflex; 1d6 + 6 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +10 vs. Reflex; 3d6 + 6 fire damage. Miss: Half damage.
- □ Dimension Door (move) ✦ Teleportation
- The orc wizard teleports 10 squares.
- ○ Wand of Accuracy (free)
- The orc wizard gains a +3 bonus to a single attack roll.
- Running Charge
- When the orc wizard charges, add 2 to the orc wizard’s speed.
Skills Arcana +13, History +13
Str 12 (+5); Dex 16 (+7); Wis 13 (+5);
Con 14 (+6); Int 18 (+8); Cha 11 (+4)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Orc Isolating Avenger [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +4; Senses Perception +8; low-light
HP 86; Bloodied 43
Healing Surges (+21 hp) ○
AC 22; Fortitude 19, Reflex 20, Will 21
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 6 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] Splinter the Formation (standard) ✦ Teleportation, Weapon
- +13 vs. AC; 1d10 + 6 damage, and the orc avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +13 vs. AC; 2d10 + 6 damage, and the orc avenger is invisible to the target (save ends). Aftereffect: The orc avenger
is invisible to the target until the end of the orc avenger’s next turn. Miss: Half damage, and the orc avenger is
invisible to the target until the end of the orc avenger’s next turn.
- ○ [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.
- □ Wrath of the Divine (immediate reaction) ✦ Radiant
- When an enemy scores a critical hit against the orc avenger.
If the orc avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical hit’s
damage.
- 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 +3 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 +11, Religion +12
Str 15 (+6); Dex 11 (+4); Wis 18 (+8);
Con 14 (+6); Int 16 (+7); Cha 10 (+4)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Orc Pursuing Avenger [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +7; Senses Perception +8; low-light
HP 86; Bloodied 43
Healing Surges (+21 hp) ○
AC 22; Fortitude 19, Reflex 20, Will 21
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +11 vs. AC; 1d8 + 5 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 6 damage, and if the target doesn’t end its next turn adjacent to the orc avenger, the orc avenger can
shift 4 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] Inexorable Pursuit (standard) ✦ Weapon
- +13 vs. AC; 2d10 + 6 damage. Before the attack, the orc avenger gains phasing until the end of the orc avenger’s turn, and
the orc avenger shifts 5 squares.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +10 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the orc avenger hits the target with a divine power, the
target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the orc avenger hits the target with a divine
power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the orc avenger hits the
target with a divine power, the target takes 1d4 extra radiant damage (save ends).
- ○ Aspect of Agility (move)
- The orc avenger shifts 5 squares, and the orc avenger gains a +2 bonus to AC and Reflex until the end of the orc avenger’s
next turn.
- ○ [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 +5 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 +9, Stealth +12
Str 15 (+6); Dex 16 (+7); Wis 18 (+8);
Con 14 (+6); Int 11 (+4); Cha 10 (+4)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Orc Rageblood Barbarian [Level 8 Brute]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +9; low-light
HP 108; Bloodied 54
Healing Surges (+27 hp) ○
AC 21; Fortitude 23, Reflex 18, Will 17
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+13 vs. AC; 1d12 + 1d8 + 7 damage (crit 27 + 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] Tide of Blood (standard) ✦ Weapon
- +13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12). The attack deals 1 extra damage for each enemy within 4 squares of the orc
barbarian.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +13 vs. AC; 2d12 + 7 fire damage (crit 31 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit
or Miss: The orc barbarian enters the rage of the silver phoenix. Until the rage ends, the orc barbarian gains regeneration
3. In addition, the first time the orc barbarian drops to 0 hit points or fewer, the orc barbarian can spend a healing surge
as an immediate interrupt.
- ○ Swift Charge (free)
- When the orc barbarian’s attack reduces an enemy to 0 hit points.
The orc barbarian charges an enemy.
- □ Combat Surge (free)
- When the orc barbarian misses with an attack.
Must be raging.
The orc barbarian rerolls the attack.
- 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 4 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 +13, Perception +9
Str 20 (+9); Dex 12 (+5); Wis 11 (+4);
Con 18 (+8); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Orc Thaneborn Barbarian [Level 8 Brute]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +9; low-light
HP 105; Bloodied 52
Healing Surges (+26 hp) ○
AC 21; Fortitude 23, Reflex 18, Will 19
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+13 vs. AC; 1d12 + 1d6 + 7 damage (crit 25 + 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] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
- Before the attack, the target can make a melee basic attack against the orc barbarian as a free action. If it does so, the
orc barbarian’s attack deals 1d12 damage extra cold damage.
+13 vs. AC; 3d12 + 7 cold damage (crit 43 + 1d12). Miss:
Half damage. Hit or Miss: The orc barbarian enters the rage of the frost wolf. Until the rage ends, any enemy that
hits the orc barbarian with a melee attack takes 6 cold damage.
- ○ [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.
- ○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
- When an enemy adjacent to the orc barbarian hits or misses the orc barbarian.
Targets the triggering enemy; +16 vs. AC; 3d12 + 7 damage (crit 43 + 1d12).
- □ Instinctive Charge (no action)
- When the orc barbarian rolls initiative at the beginning of an encounter.
The orc barbarian gains a +5 power bonus to the orc barbarian’s initiative. The orc barbarian also gains a +2 power bonus
to the orc barbarian’s first attack roll during the encounter.
- 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 +3
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 +13, Perception +9
Str 20 (+9); Dex 12 (+5); Wis 11 (+4);
Con 15 (+6); Int 10 (+4); Cha 16 (+7)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Orc Cunning Bard [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +4; Senses Perception +9; low-light
HP 87; Bloodied 43
Healing Surges (+21 hp) ○
AC 23; Fortitude 18, Reflex 21, Will 21
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +10 vs. Will; 1d6 + 6 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.
- ○ [R] Distracting Shout (standard) ✦ Thunder
- Ranged 10; +10 vs. Will; 2d8 + 6 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end
of the orc bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +10 vs. Will; the target is dominated until the end of the orc bard’s next turn. Hit or Miss: The target
makes a basic attack against an enemy of the orc bard’s choice as a free action.
- ○○ Majestic Word (minor) ✦ Healing
- The orc bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 hit points. This power
can only be used once per round. The orc bard can also slide the target 1 square.
- □ Trickster’s Healing (immediate reaction) ✦ Healing
- When an attack misses an ally within 10 squares of the orc bard.
Each ally within 10 squares missed by the triggering attack regains 7 hit points.
- 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 8 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 +12, Bluff +13
Str 14 (+6); Dex 11 (+4); Wis 10 (+4);
Con 15 (+6); Int 16 (+7); Cha 18 (+8)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Orc Valorous Bard [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +4; Senses Perception +9; low-light
HP 90; Bloodied 45
Healing Surges (+22 hp) ○
AC 23; Fortitude 20, Reflex 19, Will 21
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 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] Scorpion’s Claw Strike (standard) ✦ Weapon
- +13 vs. AC; 2d8 + 6 damage, and the orc bard slides an ally who is adjacent to the target to another space adjacent to it.
Until the end of the orc bard’s next turn, the ally also gains a +4 power bonus to AC.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +10 vs. Will; 2d6 + 6 psychic damage, and the target is affected by the orc bard’s satire
of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the orc bard than
where it started its turn, the target takes 1d6 + 6 psychic damage and is dazed until the end of its next turn. Miss:
Half damage. Hit or Miss: The orc bard pushes the target 3 squares.
- ○○ Majestic Word (minor) ✦ Healing
- The orc bard or one ally within 5 squares can spend a healing surge and regain an additional 1d6 + 4 hit points. This power
can only be used once per round. The orc bard can also slide the target 1 square.
- ○ Ode to Sacrifice (minor)
- Choose one ally within 5 squares. The orc bard transfers one effect on the target that a save can end to the orc bard or to
another ally with 5 squares. The new subject of the effect gains a +4 power bonus to saving throws against that effect.
- 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 5 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 +10, Athletics +10
Str 14 (+6); Dex 11 (+4); Wis 10 (+4);
Con 18 (+8); Int 13 (+5); Cha 18 (+8)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Orc Guardian Druid [Level 8 Controller]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +8; low-light
HP 90; Bloodied 45
Healing Surges (+22 hp) ○
AC 23; Fortitude 20, Reflex 18, Will 21
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +10 vs. AC; 2d4 + 4 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +10 vs. Reflex; 1d8 + 6 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; +10 vs. Fortitude; 1d6 + 2 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.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +10 vs. Reflex; 1d10 + 6 damage, and the orc druid pulls each creature within 3 squares of the target 1 square.
If the orc druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 4 damage.
- □ [A] Wall of Thorns (standard) ✦ Conjuration
- Area wall 8 within 10. The orc druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high and must
be on a solid surface, and it lasts until the end of the orc druid’s next turn. The wall provides cover. A creature’s line
of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs 3 extra
squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 6 damage and
ongoing 5 damage (save ends). Sustain Minor: The wall persists.
- ● 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.
- ○ Camouflage Cloak (minor)
- The orc druid or one ally within 5 squares becomes invisible until moving or 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 +13, Nature +13
Str 14 (+6); Dex 13 (+5); Wis 18 (+8);
Con 18 (+8); Int 11 (+4); Cha 10 (+4)
Equipment hide armor, scythe
-1 Level / +1 Level
Orc Predator Druid [Level 8 Controller]
Medium natural humanoid [XP 350]
Initiative +7; Senses Perception +13; low-light
HP 87; Bloodied 43
Healing Surges (+21 hp) ○
AC 22; Fortitude 18, Reflex 20, Will 21
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +10 vs. AC; 2d4 + 4 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +10 vs. Reflex; 1d8 + 6 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; +10 vs. Reflex; 1d6 + 2 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 4 fire damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc druid makes a basic melee attack and spends a healing surge.
- ○ [M] Latch On (standard) ✦ Beast Form
- +10 vs. Reflex; 2d10 + 6 damage, and the orc druid grabs the target. The target takes a -3 penalty to checks to escape the
grab.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +10 vs. Will; 2d6 + 6 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the
target is dazed 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.
- □ Stalker’s Eyes (minor)
- The orc druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
- 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 +13, Perception +13
Str 14 (+6); Dex 16 (+7); Wis 18 (+8);
Con 15 (+6); Int 11 (+4); Cha 10 (+4)
Equipment hide armor, scythe
-1 Level / +1 Level
Orc Preserving Invoker [Level 8 Artillery]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +8; low-light
HP 69; Bloodied 34
Healing Surges (+17 hp) ○
AC 22; Fortitude 19, Reflex 20, Will 21
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +10 vs. Reflex; 1d8 + 6 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.
- ○ [A] Thunderbolt of the Heavens (standard) ✦ Thunder
- Area burst 1 within 10; +10 vs. Fortitude; 2d8 + 6 thunder damage, and the target is pushed 4 squares.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +10 vs. Fortitude; 1d8 + 6 radiant damage, and the target is blinded (save ends). The target is also
dazed until the end of the orc invoker’s next turn. Miss: Half damage, and the target is blinded until the end of the
orc invoker’s next turn.
- □ Astral Step (move) ✦ Teleportation
- The orc invoker and each ally within 5 squares teleports 6 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 +3 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 +12, Religion +12
Str 12 (+5); Dex 12 (+5); Wis 18 (+8);
Con 15 (+6); Int 16 (+7); Cha 11 (+4)
Equipment hide armor, morningstar
-1 Level / +1 Level
Orc Wrathful Invoker [Level 8 Artillery]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +8; low-light
HP 72; Bloodied 36
Healing Surges (+18 hp) ○
AC 22; Fortitude 21, Reflex 18, Will 21
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +10 vs. Fortitude; 1d10 + 6 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+4 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] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +15 vs. Will; 2d6 + 6 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 2 psychic damage.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +10 vs. Will; 2d6 + 6 psychic damage, and the target is pushed 4 squares. Miss: Half damage, and the
target is pushed 1 square.
- ○ [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 4 radiant damage and is pushed 2 squares.
- ○ Demand Justice (immediate interrupt)
- When a creature within 10 squares of the orc invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
- 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 +12, Religion +10
Str 12 (+5); Dex 12 (+5); Wis 18 (+8);
Con 18 (+8); Int 13 (+5); Cha 11 (+4)
Equipment chainmail, morningstar
-1 Level / +1 Level
Orc Bear Shaman [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +13; low-light
HP 90; Bloodied 45
Healing Surges (+22 hp) ○
AC 19; Fortitude 21, Reflex 17, Will 21
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +9 vs. AC; 1d10 + 3 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +10 vs. Will; 1d8 + 6 damage, and each ally adjacent to the orc shaman’s spirit companion gains 4 temporary
hit points.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc shaman makes a basic melee attack and spends a healing surge.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +10 vs. Fortitude; 1d10 + 6 cold damage, and before the end of the orc shaman’s next turn, as an immediate interrupt,
the orc shaman can grant an ally adjacent to the orc shaman’s spirit companion a +7 bonus to AC against an attack that hits.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +10 vs. Will; 2d10 + 6 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the
orc shaman and the orc shaman’s allies gain a +2 bonus to attack rolls against the target.
- ● 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 14 damage to the spirit, the spirit disappears, and the orc
shaman takes 9 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 2d6 hit points. This power can only be used once per round.
- □ Spirit of the Keeper (minor) ✦ Healing
- One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter,
any ally adjacent to the orc shaman’s spirit companion doesn’t grant combat advantage.
- ● [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; +10 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the orc shaman’s spirit
companion regains 4 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 4 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 +13, Perception +13
Str 13 (+5); Dex 12 (+5); Wis 18 (+8);
Con 18 (+8); Int 13 (+5); Cha 10 (+4)
Equipment leather armor, longspear
-1 Level / +1 Level
Orc Panther Shaman [Level 8 Controller (Leader)]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +13; low-light
HP 87; Bloodied 43
Healing Surges (+21 hp) ○
AC 21; Fortitude 19, Reflex 19, Will 21
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +9 vs. AC; 1d10 + 3 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +10 vs. Fortitude; 1d10 + 6 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.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +10 vs. Will; 2d10 + 6 damage, and until the end of the orc shaman’s next turn, any ally adjacent to the orc
shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +3 bonus to damage rolls.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +10 vs. Reflex; 2d6 + 6 damage, and the orc shaman knocks the target prone. Miss: Half
damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
- ● 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 14 damage to the spirit, the spirit disappears, and the orc
shaman takes 9 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 2d6 hit points. This power can only be used once per round.
- ○ Sudden Restoration (minor)
- One or two allies within 10 squares make a saving throw.
- ● [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; +10 vs. Reflex; 1d10 + 6 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 +3 bonus to damage rolls against bloodied enemies.
Skills Nature +13, Perception +13
Str 13 (+5); Dex 12 (+5); Wis 18 (+8);
Con 15 (+6); Int 16 (+7); Cha 10 (+4)
Equipment leather armor, longspear
-1 Level / +1 Level
Orc Chaos Sorcerer [Level 8 Artillery]
Medium natural humanoid [XP 350]
Initiative +7; Senses Perception +4; low-light
HP 68; Bloodied 34
Healing Surges (+17 hp) ○
AC 19; Fortitude 18, Reflex 19, Will 22
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +12 vs. AC; 1d4 + 5 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +10 vs. Will; 1d10 + 9 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:
+10 vs. Will; 1d6 + 5 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.
- ○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
- Area burst 1 within 10; +10 vs. Reflex; 2d6 + 9 lightning damage. Hit or Miss: The orc sorcerer teleports each target
hit by the attack to any other space within the burst.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +10 vs. Reflex; 3d10 + 9 lightning damage. Miss: Half damage. The attack ignores cover and concealment,
but not superior cover or total concealment.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the orc sorcerer is hit by an area or a close attack.
The orc sorcerer teleports 5 squares.
- Running Charge
- When the orc sorcerer charges, add 2 to the orc sorcerer’s speed.
- Chaos Power
- The orc sorcerer gains a +3 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 +9, Bluff +13
Str 15 (+6); Dex 16 (+7); Wis 10 (+4);
Con 14 (+6); Int 11 (+4); Cha 18 (+8)
Equipment cloth armor, dagger
-1 Level / +1 Level
Orc Dragon Sorcerer [Level 8 Skirmisher]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +4; low-light
HP 86; Bloodied 43
Healing Surges (+21 hp) ○
AC 20; Fortitude 20, Reflex 17, Will 22
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +10 vs. Reflex; 1d8 + 10 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 4 fire damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc sorcerer makes a basic melee attack and spends a healing surge.
- ○ [C] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +10 vs. Fortitude; 2d8 + 10 cold damage, and the orc sorcerer knocks the target prone. The
target also takes a –2 penalty to Fortitude until the end of the orc sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +10 vs. Fortitude; 2d6 + 10 thunder damage. Hit or Miss: The orc sorcerer jumps a number of squares
equal to the orc sorcerer’s speed + 4. This movement does not provoke opportunity attacks. Then make a secondary attack against
each creature in the burst. Secondary Attack: +10 vs. Fortitude; 2d6 + 6 thunder damage, and the orc sorcerer pushes
the secondary target 1 square.
- ○ Sudden Scales (immediate interrupt)
- When the orc sorcerer is hit by an attack.
The orc sorcerer gains a +7 bonus to all defenses against the triggering attack.
- Running Charge
- When the orc sorcerer charges, add 2 to the orc sorcerer’s speed.
- Draconic Power
- The orc sorcerer gains a +4 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 +9, Athletics +13
Str 18 (+8); Dex 13 (+5); Wis 10 (+4);
Con 14 (+6); Int 11 (+4); Cha 18 (+8)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Orc Earth Warden [Level 8 Brute]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +10; low-light
HP 108; Bloodied 54
Healing Surges (+27 hp) ○
AC 25; Fortitude 22, Reflex 19, Will 18
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 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] Mountain Hammer (standard) ✦ Weapon
- +13 vs. Fortitude; 2d10 + 7 damage, and the target takes a –5 penalty to melee attack rolls until the end of the orc warden’s
next turn.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the orc warden teleports 5 squares. +13 vs. Reflex; 2d10 + 7 thunder damage, and the target is dazed (save
ends). Miss: Half damage, and the target is dazed until the end of the orc warden’s next turn.
- □ Earthguard (minor) ✦ Stance
- Until the stance ends, the orc warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the orc warden uses another stance power.
- ● [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 +4 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 +11, Perception +10
Str 20 (+9); Dex 12 (+5); Wis 13 (+5);
Con 18 (+8); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Orc Wild Warden [Level 8 Brute]
Medium natural humanoid [XP 350]
Initiative +5; Senses Perception +12; low-light
HP 105; Bloodied 52
Healing Surges (+26 hp) ○
AC 22; Fortitude 22, Reflex 17, Will 20
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 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] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12), and the orc warden slides the target 1 square. The orc warden can slide the
target into a second creature’s space and then slide the second creature 1 square. Both the target and the second creature
take 3 psychic damage.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the orc warden can see; +13 vs. Reflex; 1d12 + 7 poison damage (crit 19 + 1d12), and the
target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (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; +13 vs. Fortitude; 1d12 + 7 damage (crit 19 + 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.
- □ Bear’s Endurance (immediate interrupt) ✦ Healing
- When the orc warden drops to 0 hit points or fewer.
The orc warden regains hit points as if the orc warden had spent a healing surge.
- 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 -3 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 +13, Perception +12
Str 20 (+9); Dex 12 (+5); Wis 16 (+7);
Con 15 (+6); Int 10 (+4); Cha 11 (+4)
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.