Orc NPCs [Level 12]
Orc Battle Cleric [Level 12 Controller (Leader)]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +9; low-light
HP 119; Bloodied 59
Healing Surges (+29 hp) ○○
AC 26; Fortitude 25, Reflex 21, Will 25
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 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
- +17 vs. Will; 1d10 + 9 damage, and the target is immobilized until the end of the orc cleric’s next turn.
- □ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
- Close burst 2; targets visible enemies; +17 vs. Fortitude; 2d10 + 9 radiant damage, and the target is pushed 1 square. Hit
or Miss: Until the end of the encounter, the orc cleric gains regeneration 5, and the orc cleric and each ally within
the burst gain a +2 power bonus to AC.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The orc cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+2 hit points.
- ○○ Healing Word (minor) ✦ Healing
- The orc cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +14, Religion +11
Str 21 (+11); Dex 12 (+7); Wis 17 (+9);
Con 15 (+8); Int 11 (+6); Cha 14 (+8)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Orc Devoted Cleric [Level 12 Controller (Leader)]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +10; low-light
HP 119; Bloodied 59
Healing Surges (+29 hp) ○○
AC 26; Fortitude 23, Reflex 21, Will 26
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 7 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +14 vs. Reflex; 1d8 + 8 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; +14 vs. Will; 2d8 + 8 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the orc
cleric’s next turn.
- □ [A] Flame Strike (standard) ✦ Fire
- Area burst 2 within 10; targets enemies; +14 vs. Reflex; 2d10 + 8 fire damage, and ongoing 9 fire damage (save ends). Miss:
Half damage, and no ongoing fire damage.
- □ Mass Cure Light Wounds (standard) ✦ Healing
- The orc cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional
+3 hit points.
- ○○ Healing Word (minor) ✦ Healing
- The orc cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +15, Religion +11
Str 16 (+9); Dex 12 (+7); Wis 19 (+10);
Con 15 (+8); Int 11 (+6); Cha 17 (+9)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Orc Greatweapon Fighter [Level 12 Soldier]
Medium natural humanoid [XP 700]
Initiative +8; Senses Perception +7; low-light
HP 123; Bloodied 61
Healing Surges (+30 hp) ○○
AC 27; Fortitude 27, Reflex 22, Will 21
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +17 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +17 vs. AC; 1d12 + 9 damage (crit 21 + 2d12). 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:
+17 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +17 vs. AC; 2d12 + 9 damage (crit 33 + 2d12), and the orc fighter slides the target
1 square. Miss: Half damage.
- ○ Into the Fray (minor)
- The orc fighter can move 3 squares, as long as the move ends adjacent to an enemy.
- 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 +16, Intimidate +12
Str 21 (+11); Dex 14 (+8); Wis 13 (+7);
Con 19 (+10); Int 11 (+6); Cha 12 (+7)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Orc Guardian Fighter [Level 12 Soldier]
Medium natural humanoid [XP 700]
Initiative +9; Senses Perception +7; low-light
HP 120; Bloodied 60
Healing Surges (+30 hp) ○○
AC 29; Fortitude 27, Reflex 25, Will 21
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+18 vs. AC; 1d8 + 9 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
- +18 vs. AC; 2d8 + 9 damage. Hit or Miss: The orc fighter gains a +2 power bonus to AC until the end of the orc fighter’s
next turn.
- □ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
- Close burst 1; targets visible enemies; +18 vs. AC; 3d8 + 9 damage, and the target is slowed (save ends). Miss: The power is not expended.
- □ Stalwart Guard (minor) ✦ Stance
- Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the orc fighter. 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 Heal +12, Intimidate +12
Str 21 (+11); Dex 17 (+9); Wis 13 (+7);
Con 16 (+9); Int 11 (+6); Cha 12 (+7)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Orc Avenging Paladin [Level 12 Soldier]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +8; low-light
HP 119; Bloodied 59
Healing Surges (+29 hp) ○○
AC 28; Fortitude 26, Reflex 22, Will 24
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +18 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +18 vs. AC; 1d10 + 9 radiant damage. If the orc paladin has marked the target, the orc paladin gains a +2 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
- +18 vs. AC; 2d10 + 9 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.
- □ [C] One Stands Alone (standard) ✦ Radiant
- Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +13 vs. Will; 2d8 + 7 radiant damage. Hit or Miss: The targets are weakened (save ends).
- ● 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 9 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.
- ○ Cleansing Spirit (minor)
- The orc paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
- □□ 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 +14, Religion +11
Str 21 (+11); Dex 12 (+7); Wis 14 (+8);
Con 15 (+8); Int 11 (+6); Cha 17 (+9)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Orc Protecting Paladin [Level 12 Soldier]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +8; low-light
HP 119; Bloodied 59
Healing Surges (+29 hp) ○○
AC 30; Fortitude 25, Reflex 24, Will 25
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 8 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 8 damage, and the orc paladin gains 2 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; +14 vs. Will; 2d10 + 8 damage, and the target is pulled 2 squares.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +14 vs. Fortitude; 1d10 + 8 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +14 vs. Fortitude; 1d10 + 8 radiant damage, and the target is pushed 3 squares. Sustain Minor:
Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
- □ Turn the Tide (standard)
- The orc paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
- ● 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 10 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 +15, Religion +11
Str 19 (+10); Dex 12 (+7); Wis 14 (+8);
Con 15 (+8); Int 11 (+6); Cha 19 (+10)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Orc Archer Ranger [Level 12 Skirmisher]
Medium natural humanoid [XP 700]
Initiative +10; Senses Perception +13; low-light
HP 119; Bloodied 59
Healing Surges (+29 hp) ○○
AC 27; Fortitude 25, Reflex 25, Will 22
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 8 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +17 vs. AC; 1d6 + 8 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +16 vs. AC; 1d10 + 8 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +17/+17 vs. AC; 1d8 + 4 damage (main)/1d6 + 4 damage
(off-hand).
Longbow: Ranged 20/40; +16 vs. AC (twice); 1d10 + 4 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; +16 vs. AC; 2d10 + 8 damage (first shot) and 1d10 + 8 damage (second
shot).
- □ [M/R] Attacks on the Run (standard) ✦ Weapon
- The orc ranger can move at full speed. At any point during the move, the orc ranger can make two attacks.
Longsword:
+17 vs. AC; 3d8 + 8 damage.
Longbow: Ranged 20/40; +16 vs. AC; 3d10 + 8 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 2d6 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.
- □ Open the Range (immediate interrupt)
- When an enemy moves adjacent to the orc ranger.
The orc ranger can shift 1 square and then move 3 squares. The orc ranger cannot end the move adjacent to the triggering enemy.
- 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 +13, Stealth +14
Str 19 (+10); Dex 19 (+10); Wis 14 (+8);
Con 15 (+8); Int 11 (+6); Cha 12 (+7)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Orc Two-Blade Ranger [Level 12 Skirmisher]
Medium natural humanoid [XP 700]
Initiative +9; Senses Perception +13; low-light
HP 129; Bloodied 64
Healing Surges (+32 hp) ○○
AC 26; Fortitude 26, Reflex 24, Will 22
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +15 vs. AC; 1d10 + 7 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +18/+18 vs. AC; 1d8 + 4 damage (main)/1d8 + 4 damage
(off-hand).
Longbow: Ranged 20/40; +15 vs. AC (twice); 1d10 + 4 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): +18 vs. AC; 2d8 + 9 damage.
Longsword (off
hand): +18 vs. AC; 1d8 + 9 damage.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +18 vs. AC; 2d8 + 9 damage. Miss: Half damage.
- ● 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 2d6 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.
- ○ Expeditious Stride (minor)
- Until the end of the orc ranger’s next turn, the orc ranger’s speed increases by 4, and the orc ranger can shift 1 additional
square when shifting.
- 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 +10 hit points.
Skills Nature +13, Perception +13
Str 21 (+11); Dex 17 (+9); Wis 14 (+8);
Con 15 (+8); Int 11 (+6); Cha 12 (+7)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Orc Brawny Rogue [Level 12 Skirmisher]
Medium natural humanoid [XP 700]
Initiative +10; Senses Perception +7; low-light
HP 119; Bloodied 59
Healing Surges (+29 hp) ○○
AC 26; Fortitude 24, Reflex 26, Will 22
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +17 vs. AC; 1d6 + 8 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +17 vs. AC; 1d6 + 8 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +17 vs. Reflex; 1d6 + 8 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
- +17 vs. Fortitude; 1d6 + 8 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the orc rogue’s
next turn.
- □ [M] Crimson Edge (standard) ✦ Weapon
- +17 vs. Fortitude; 2d6 + 8 damage, and the target takes ongoing 9 damage and grants combat advantage to the orc rogue (save
ends both). Miss: Half damage, and no ongoing damage.
- □ Certain Freedom (move)
- The orc rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
- 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 3d6 damage.
Skills Acrobatics +15, Thievery +15
Str 19 (+10); Dex 19 (+10); Wis 12 (+7);
Con 15 (+8); Int 11 (+6); Cha 14 (+8)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Orc Trickster Rogue [Level 12 Skirmisher]
Medium natural humanoid [XP 700]
Initiative +10; Senses Perception +12; low-light
HP 119; Bloodied 59
Healing Surges (+29 hp) ○○
AC 26; Fortitude 23, Reflex 26, Will 23
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +16 vs. AC; 1d6 + 7 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 8 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +17 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +16 vs. AC; 1d6 + 8 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: +17 vs. AC; 2d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +16 vs. AC; 2d6 + 8 damage.
Miss: Make a secondary attack against the target.
Short Sword: +17 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +16 vs. AC; 1d6 + 8 damage.
- □ [M] Knockout (standard) ✦ Weapon
- +17 vs. Fortitude; 2d6 + 8 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any
damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the orc rogue’s next
turn.
- ● Shadow Stride (move)
- The orc rogue must be hidden to use this power. The orc rogue can move at full speed and must end the movement in a space
where the orc rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth check is successful,
the orc rogue remains during the movement, even if the orc rogue has no cover or concealment during it.
- 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 3d6 damage.
Skills Stealth +15, Thievery +15
Str 16 (+9); Dex 19 (+10); Wis 12 (+7);
Con 15 (+8); Int 11 (+6); Cha 17 (+9)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Orc Fey-Pact Warlock [Level 12 Skirmisher]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +7; low-light
HP 120; Bloodied 60
Healing Surges (+30 hp) ○○
AC 25; Fortitude 23, Reflex 24, Will 25
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +14 vs. Reflex; 1d10 + 8 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +14 vs. Will; 1d6 + 8 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; +14 vs. Will; 1d10 + 8 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] Curse of the Black Frost (standard) ✦ Cold
- Ranged 10; +14 vs. Reflex; 2d8 + 8 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 4 cold
damage (save ends). Sustain Minor: The target takes 2d8 + 4 cold damage. If the target saves, the orc warlock can no
longer sustain this power.
- □ Warlock’s Leap (move) ✦ Teleportation
- The orc warlock can teleport 6 squares, even without a line of sight to the destination. If the orc warlock attempts to teleport
to a space the orc warlock can’t occupy, the power fails.
- ● 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 2d6 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 +14, Bluff +15
Str 13 (+7); Dex 12 (+7); Wis 13 (+7);
Con 16 (+9); Int 17 (+9); Cha 19 (+10)
Equipment leather armor, spear
-1 Level / +1 Level
Orc Infernal-Pact Warlock [Level 12 Skirmisher]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +7; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○○
AC 25; Fortitude 25, Reflex 24, Will 23
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +15 vs. Reflex; 1d10 + 9 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +15 vs. Reflex; 1d6 + 9 fire damage. If the orc warlock takes damage before the end of the orc warlock’s next turn,
the target takes an extra 1d6 + 9 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; +15 vs. Fortitude; 2d6 + 9 thunder damage, and the target is pushed 4 squares.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +15 vs. Reflex; 3d10 + 9 damage, and the target is immobilized (save ends). Miss: Half damage, and the target
is not immobilized.
- ● 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 2d6 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.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The orc warlock gains 12 temporary hit points.
- □ Shielding Shades (immediate reaction)
- When the orc warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
- Running Charge
- When the orc warlock charges, add 2 to the orc warlock’s speed.
Skills Arcana +14, Intimidate +13
Str 13 (+7); Dex 13 (+7); Wis 12 (+7);
Con 21 (+11); Int 17 (+9); Cha 14 (+8)
Equipment leather armor, mace
-1 Level / +1 Level
Orc Star-Pact Warlock [Level 12 Skirmisher]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +7; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○○
AC 24; Fortitude 25, Reflex 23, Will 24
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +15 vs. Reflex; 1d10 + 9 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +15 vs. Fortitude; 1d6 + 9 radiant damage. If the target moves nearer to the orc warlock on its next turn, it takes
an extra 1d6 + 9 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; +13 vs. Will; 2d6 + 7 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 -2 penalty to both rolls.
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +15 vs. Will; 2d10 + 9 psychic damage, and the orc warlock teleports the target to an unoccupied square within
3 squares of the orc warlock. Sustain Minor: Make a +15 vs. Will attack against the target. On a hit, the orc warlock
teleports the target to an unoccupied square within 3 squares of the orc warlock. On a miss, the effect 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 2d6 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.
- □ Shielding Shades (immediate reaction)
- When the orc warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
- Running Charge
- When the orc warlock charges, add 2 to the orc warlock’s speed.
Skills Arcana +13, Insight +12
Str 13 (+7); Dex 13 (+7); Wis 12 (+7);
Con 21 (+11); Int 14 (+8); Cha 17 (+9)
Equipment leather armor, sickle
-1 Level / +1 Level
Orc Inspiring Warlord [Level 12 Soldier (Leader)]
Medium natural humanoid [XP 700]
Initiative +9; Senses Perception +6; low-light
HP 119; Bloodied 59
Healing Surges (+29 hp) ○○
AC 26; Fortitude 26, Reflex 22, Will 24
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +17 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +17 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
- +17 vs. AC; 2d10 + 9 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] White Raven Strike (standard) ✦ Weapon
- +17 vs. AC; 3d10 + 9 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the
orc warlord dropped the target to 0 hit points or fewer with this attack, add +3 to the temporary hit points the orc warlord’s
allies gain.
- □ Defensive Rally (standard) ✦ Healing
- Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end.
In addition, all targets gain a +2 power bonus to all defenses until the end of the orc warlord’s next turn.
- ○○ Inspiring Word (minor) ✦ Healing
- The orc warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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.
- Inspiring Presence
- When an ally who can see the orc warlord spends an action point to take an extra action, that ally also regains 9 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 +11, History +13
Str 21 (+11); Dex 12 (+7); Wis 11 (+6);
Con 15 (+8); Int 14 (+8); Cha 17 (+9)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Orc Tactical Warlord [Level 12 Soldier (Leader)]
Medium natural humanoid [XP 700]
Initiative +9; Senses Perception +6; low-light
HP 119; Bloodied 59
Healing Surges (+29 hp) ○○
AC 27; Fortitude 26, Reflex 24, Will 23
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 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
- +18 vs. AC; 1d8 + 9 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] Knock Them Down (standard) ✦ Weapon
- +18 vs. AC; 3d8 + 9 damage, and the target is knocked prone. Every ally within 10 squares of the orc warlord can move 3 squares
and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage but knock
a target prone on a hit. Miss: Half damage, and the target is knocked prone.
- ○○ Inspiring Word (minor) ✦ Healing
- The orc warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 hit points. This power
can only be used once per round.
- □ Tactical Shift (immediate interrupt)
- When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 4 squares.
- 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 +11, History +14
Str 21 (+11); Dex 12 (+7); Wis 11 (+6);
Con 15 (+8); Int 17 (+9); Cha 14 (+8)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Orc Control Wizard [Level 12 Artillery]
Medium natural humanoid [XP 700]
Initiative +8; Senses Perception +9; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○○
AC 24; Fortitude 22, Reflex 24, Will 25
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +14 vs. Fortitude; 1d6 + 8 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; +14 vs. Fortitude; 2d10 + 8 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +14 vs. Reflex; 2d12 + 8 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends
both). Miss: Half damage, and the target is slowed (save ends).
- □ Mirror Image (minor) ✦ Illusion
- Three duplicate images appear in the orc wizard’s space, and the orc wizard gains a +6 power bonus to AC. Each time an attack
misses the orc wizard, one of the duplicate images disappears and the bonus granted by this power decreases by 2. When the
bonus reaches 0, all the orc wizard’s images are gone and the power ends. Otherwise, the effect lasts for 1 hour.
- ○ 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 +15, Insight +14
Str 13 (+7); Dex 14 (+8); Wis 17 (+9);
Con 15 (+8); Int 19 (+10); Cha 12 (+7)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Orc War Wizard [Level 12 Artillery]
Medium natural humanoid [XP 700]
Initiative +9; Senses Perception +8; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○○
AC 24; Fortitude 22, Reflex 24, Will 24
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +14 vs. Reflex; 1d6 + 8 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; +14 vs. Reflex; 2d6 + 8 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +14 vs. Reflex; 1d6 + 8 lightning damage.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +14 vs. Fortitude; 2d8 + 8 cold damage, and the target is immobilized (save ends). Miss: Half
damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain
until the end of the encounter or for 5 minutes.
- □ Blur (minor) ✦ Illusion
- Until the end of the encounter, the orc wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares away
from the orc wizard cannot see the orc wizard.
- ○ 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 +15, History +15
Str 13 (+7); Dex 17 (+9); Wis 14 (+8);
Con 15 (+8); Int 19 (+10); Cha 12 (+7)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Orc Isolating Avenger [Level 12 Skirmisher]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +10; low-light
HP 119; Bloodied 59
Healing Surges (+29 hp) ○○
AC 26; Fortitude 24, Reflex 24, Will 25
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 7 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 8 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
- +17 vs. AC; 1d10 + 8 damage, and the orc avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +17 vs. AC; 3d10 + 8 damage, and the orc avenger makes a saving throw with a +5 bonus. Miss: Half damage, and the orc
avenger makes a saving throw.
- ○ [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.
- □ River of Life (minor) ✦ Healing
- The orc avenger gains regeneration 5 until the end of the encounter.
- ○ [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 +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 +14, Religion +14
Str 16 (+9); Dex 12 (+7); Wis 19 (+10);
Con 15 (+8); Int 17 (+9); Cha 11 (+6)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Orc Pursuing Avenger [Level 12 Skirmisher]
Medium natural humanoid [XP 700]
Initiative +9; Senses Perception +10; low-light
HP 119; Bloodied 59
Healing Surges (+29 hp) ○○
AC 26; Fortitude 24, Reflex 24, Will 25
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 7 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +15 vs. AC; 1d8 + 7 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 8 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
- +17 vs. AC; 2d10 + 8 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.
- □ [M] Oath of Pursuit (standard) ✦ Weapon
- +17 vs. AC; 2d10 + 8 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves
on its turn, the orc avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The orc avenger
must end this movement closer to the target.
- ○ [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.
- □ Avenger’s Readiness (no action)
- When the orc avenger rolls initiative at the beginning of an encounter.
The orc avenger gains a +5 power bonus to the initiative check. The orc avenger shifts 3 squares as a free action when the
first creature in the initiative order starts its turn, even if the orc avenger is surprised.
- 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 +7 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 +12, Stealth +14
Str 16 (+9); Dex 17 (+9); Wis 19 (+10);
Con 15 (+8); Int 12 (+7); Cha 11 (+6)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Orc Rageblood Barbarian [Level 12 Brute]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +12; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 26; Fortitude 27, Reflex 23, Will 22
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +17 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+17 vs. AC; 1d12 + 2d8 + 9 damage (crit 37 + 2d12). 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
- +17 vs. AC; 2d12 + 9 damage (crit 33 + 2d12). The attack deals 1 extra damage for each enemy within 4 squares of the orc
barbarian.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +17 vs. AC; 3d12 + 9 damage (crit 45 + 2d12), and the target is knocked prone. Miss: Half damage. Hit or Miss:
The orc barbarian enters the rage of the oak hammer. Until the rage ends, whenever the orc barbarian hits a target with a
melee attack, the orc barbarian knocks that target prone. If that target is already prone, the attack instead deals an extra
+4 damage.
- ○ Swift Charge (free)
- When the orc barbarian’s attack reduces an enemy to 0 hit points.
The orc barbarian charges an enemy.
- □ Deny Death (immediate interrupt)
- When the orc barbarian drops to 0 hit points or fewer and doesn’t die.
The orc barbarian is dying but don’t fall unconscious because of that condition. At the end of the orc barbarian’s next turn,
the orc barbarian falls unconscious if the orc barbarian is still dying.
- 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 9 temporary hit points.
- Barbarian Agility
- While the orc barbarian is not wearing heavy armor, the orc barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +15, Perception +12
Str 21 (+11); Dex 13 (+7); Wis 12 (+7);
Con 19 (+10); Int 11 (+6); Cha 14 (+8)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Orc Thaneborn Barbarian [Level 12 Brute]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +12; low-light
HP 146; Bloodied 73
Healing Surges (+36 hp) ○○
AC 26; Fortitude 27, Reflex 23, Will 23
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +17 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+17 vs. AC; 1d12 + 2d6 + 9 damage (crit 33 + 2d12). 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] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
- +17 vs. AC; 2d12 + 9 acid damage (crit 33 + 2d12), and ongoing 5 acid damage (save ends). Miss: Half damage. Hit
or Miss: The orc barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the orc barbarian’s
turns, each enemy adjacent to the orc barbarian is blinded until the end of the orc barbarian’s turn.
- ○ [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; +20 vs. AC; 3d12 + 9 damage (crit 45 + 2d12).
- □ Mountain Roots (immediate interrupt) ✦ Stance
- When the orc barbarian is pulled, pushed, or slid.
The orc barbarian negates the forced movement. Until the stance ends, the orc barbarian can negate forced movement against
the orc barbarian. Stance: This power lasts until the end of the encounter or until the orc barbarian uses another stance power.
- 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 +2 bonus to AC and Reflex.
Skills Athletics +15, Perception +12
Str 21 (+11); Dex 13 (+7); Wis 12 (+7);
Con 16 (+9); Int 11 (+6); Cha 17 (+9)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Orc Cunning Bard [Level 12 Controller (Leader)]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +11; low-light
HP 120; Bloodied 60
Healing Surges (+30 hp) ○○
AC 27; Fortitude 23, Reflex 25, Will 25
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +14 vs. Will; 1d6 + 8 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; +14 vs. Will; 2d8 + 8 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end
of the orc bard’s next turn.
- □ [R] Hideous Laughter (standard) ✦ Charm, Psychic
- Ranged 10; +14 vs. Will; 3d8 + 8 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack
rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage,
and the target can’t take opportunity actions until the end of the orc bard’s next turn.
- ○○ Majestic Word (minor) ✦ Healing
- The orc bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 4 hit points. This power
can only be used once per round. The orc bard can also slide the target 1 square.
- ○ Illusory Erasure (minor) ✦ Illusion
- One ally within 10 squares becomes invisible until the end of the orc bard’s next turn, and the orc bard slides the target
2 squares.
- 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 +14, Bluff +15
Str 15 (+8); Dex 12 (+7); Wis 11 (+6);
Con 16 (+9); Int 17 (+9); Cha 19 (+10)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Orc Valorous Bard [Level 12 Controller (Leader)]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +11; low-light
HP 123; Bloodied 61
Healing Surges (+30 hp) ○○
AC 27; Fortitude 24, Reflex 24, Will 25
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 8 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
- +17 vs. AC; 2d8 + 8 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.
- □ [M] Thunder Blade (standard) ✦ Thunder, Weapon
- +17 vs. AC; 3d8 + 8 thunder damage, and the orc bard slides the target 2 squares. Hit or Miss: Until the end of the
encounter, whenever the orc bard hits a target with an at-will attack power, the orc bard slides the target 2 squares to a
space that must be adjacent to at least one of the orc bard’s allies.
- ○○ Majestic Word (minor) ✦ Healing
- The orc bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 4 hit points. This power
can only be used once per round. The orc bard can also slide the target 1 square.
- □ Word of Life (immediate reaction) ✦ Healing
- When an enemy attack reduces an ally within 20 squares of the orc bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of the
orc bard’s next turn.
- 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 7 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 +13, Athletics +12
Str 15 (+8); Dex 12 (+7); Wis 11 (+6);
Con 19 (+10); Int 14 (+8); Cha 19 (+10)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Orc Guardian Druid [Level 12 Controller]
Medium natural humanoid [XP 700]
Initiative +8; Senses Perception +10; low-light
HP 123; Bloodied 61
Healing Surges (+30 hp) ○○
AC 27; Fortitude 24, Reflex 23, Will 25
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +14 vs. AC; 2d4 + 6 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +14 vs. Reflex; 1d8 + 8 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; +14 vs. Fortitude; 1d6 + 4 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; +14 vs. Reflex; 1d10 + 8 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] Sunbeam (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +14 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 8 radiant
damage. Miss: 1d10 + 8 radiant damage.
- ○ Feywild Sojourn (move) ✦ Teleportation
- The orc druid teleports to a safe place in the Feywild. While the orc druid is there, the orc druid can’t take any actions
other than using the orc druid’s second wind and wild shape. At the end of the orc druid’s next turn or as a move action before
then, the orc druid reappears in an unoccupied space within 10 squares of the space the orc druid left.
- ● 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.
- 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 +15, Nature +15
Str 15 (+8); Dex 14 (+8); Wis 19 (+10);
Con 19 (+10); Int 12 (+7); Cha 11 (+6)
Equipment hide armor, scythe
-1 Level / +1 Level
Orc Predator Druid [Level 12 Controller]
Medium natural humanoid [XP 700]
Initiative +9; Senses Perception +15; low-light
HP 120; Bloodied 60
Healing Surges (+30 hp) ○○
AC 26; Fortitude 23, Reflex 24, Will 25
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +14 vs. AC; 2d4 + 6 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +14 vs. Reflex; 1d8 + 8 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; +14 vs. Reflex; 1d6 + 4 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
- +14 vs. Reflex; 2d10 + 8 damage, and the orc druid grabs the target. The target takes a -3 penalty to checks to escape the
grab.
- □ [M] Primal Wolf (standard) ✦ Beast Form
- +14 vs. Reflex; 2d8 + 8 damage, the orc druid knocks the target prone, and it can’t stand up (save ends). Miss: Half
damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the orc druid gains a +2 bonus
to attack rolls against prone targets. In addition, whenever the orc druid hits an enemy with a melee attack while the orc
druid is in beast form, the orc druid can knock that enemy prone.
- ● 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.
- □ Armor of the Wild (minor) ✦ Beast Form
- Until the end of the encounter, while the orc druid is in beast form, the orc druid gains resist 3 to all damage.
- 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 +15, Perception +15
Str 15 (+8); Dex 17 (+9); Wis 19 (+10);
Con 16 (+9); Int 12 (+7); Cha 11 (+6)
Equipment hide armor, scythe
-1 Level / +1 Level
Orc Preserving Invoker [Level 12 Artillery]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +10; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○○
AC 26; Fortitude 24, Reflex 24, Will 25
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 5 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +14 vs. Reflex; 1d8 + 8 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; +14 vs. Fortitude; 2d8 + 8 thunder damage, and the target is pushed 4 squares.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +14 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the
end of the orc invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses the
orc invoker takes 5 psychic damage.
- ○ 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.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the orc invoker makes an attack roll against the orc invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- 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 +14, Religion +14
Str 13 (+7); Dex 13 (+7); Wis 19 (+10);
Con 16 (+9); Int 17 (+9); Cha 12 (+7)
Equipment hide armor, morningstar
-1 Level / +1 Level
Orc Wrathful Invoker [Level 12 Artillery]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +10; low-light
HP 97; Bloodied 48
Healing Surges (+24 hp) ○○
AC 26; Fortitude 25, Reflex 23, Will 25
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 5 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +14 vs. Fortitude; 1d10 + 8 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; +19 vs. Will; 2d6 + 8 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 4 psychic damage.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +14 vs. Reflex; 3d6 + 8 radiant damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of cerulean light that lasts until the end of the orc invoker’s next turn. Any creature that starts its turn within
the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
- ○ [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 1d6+4 radiant damage and is pushed 2 squares.
- ○ Angelic Visage (immediate interrupt) ✦ Fear
- When an enemy within 5 squares of the orc invoker makes an attack roll against the orc invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed
3 squares.
- 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 +14, Religion +13
Str 13 (+7); Dex 13 (+7); Wis 19 (+10);
Con 19 (+10); Int 14 (+8); Cha 12 (+7)
Equipment chainmail, morningstar
-1 Level / +1 Level
Orc Bear Shaman [Level 12 Controller (Leader)]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +15; low-light
HP 123; Bloodied 61
Healing Surges (+30 hp) ○○
AC 24; Fortitude 25, Reflex 22, Will 25
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +14 vs. AC; 1d10 + 6 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +14 vs. Will; 1d8 + 8 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; +14 vs. Fortitude; 1d10 + 8 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] Clever Trickster Spirit (standard) ✦ Psychic
- Ranged 10; +14 vs. Will; 2d8 + 8 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants
combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage
(save ends both).
- ● 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 16 damage to the spirit, the spirit disappears, and the orc
shaman takes 11 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 3d6 hit points. This power can only be used once per round.
- □ Rock Shield Spirits (minor) ✦ Zone
- Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While
within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the orc shaman can move the zone 5
squares.
- ● [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; +14 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 +15, Perception +15
Str 14 (+8); Dex 13 (+7); Wis 19 (+10);
Con 19 (+10); Int 14 (+8); Cha 11 (+6)
Equipment leather armor, longspear
-1 Level / +1 Level
Orc Panther Shaman [Level 12 Controller (Leader)]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +15; low-light
HP 120; Bloodied 60
Healing Surges (+30 hp) ○○
AC 25; Fortitude 24, Reflex 23, Will 25
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +14 vs. AC; 1d10 + 6 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +14 vs. Fortitude; 1d10 + 8 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; +14 vs. Will; 2d10 + 8 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.
- □ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
- Ranged 10; +14 vs. Fortitude; 3d6 + 8 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss:
Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The orc shaman and each ally
within 10 squares of the orc shaman regains 5 hit points.
- ● 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 16 damage to the spirit, the spirit disappears, and the orc
shaman takes 11 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 3d6 hit points. This power can only be used once per round.
- ● [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; +14 vs. Reflex; 1d10 + 8 damage.
- □ Spirit Summons (free)
- Until the end of the encounter, the orc shaman can use the orc shaman’s call spirit companion power to conjure a second spirit
companion. When the orc shaman attacks with a spirit power, the orc shaman chooses which spirit companion to use for the attack.
When an effect applies to creatures adjacent to the orc shaman’s spirit companion, that effect applies to creatures adjacent
to both spirit companions. The second spirit companion disappears at the end of the encounter.
- 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 +15, Perception +15
Str 14 (+8); Dex 13 (+7); Wis 19 (+10);
Con 16 (+9); Int 17 (+9); Cha 11 (+6)
Equipment leather armor, longspear
-1 Level / +1 Level
Orc Chaos Sorcerer [Level 12 Artillery]
Medium natural humanoid [XP 700]
Initiative +9; Senses Perception +6; low-light
HP 93; Bloodied 46
Healing Surges (+23 hp) ○○
AC 23; Fortitude 23, Reflex 23, Will 26
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +16 vs. AC; 1d4 + 7 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +14 vs. Will; 1d10 + 13 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:
+14 vs. Will; 1d6 + 9 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; +14 vs. Reflex; 2d6 + 13 lightning damage. Hit or Miss: The orc sorcerer teleports each target
hit by the attack to any other space within the burst.
- □ [R] Contagious Curse (standard) ✦ Poison
- Ranged 10; +14 vs. Fortitude; 2d10 + 13 poison damage. Hit or Miss: The orc sorcerer slides the target 4 squares. The
target is poisonous to the orc sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts its turn
adjacent to the target takes 1d10 + 9 poison damage. If the orc sorcerer rolled an even number on the attack roll, any enemy
that starts its turn within 2 squares of the poisonous target takes 1d10 + 9 poison damage.
- □ Chaos Link (immediate reaction)
- When the orc sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
- Running Charge
- When the orc sorcerer charges, add 2 to the orc sorcerer’s speed.
- Chaos Power
- The orc sorcerer gains a +5 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 +12, Bluff +15
Str 16 (+9); Dex 17 (+9); Wis 11 (+6);
Con 15 (+8); Int 12 (+7); Cha 19 (+10)
Equipment cloth armor, dagger
-1 Level / +1 Level
Orc Dragon Sorcerer [Level 12 Skirmisher]
Medium natural humanoid [XP 700]
Initiative +8; Senses Perception +6; low-light
HP 119; Bloodied 59
Healing Surges (+29 hp) ○○
AC 24; Fortitude 24, Reflex 22, Will 26
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +14 vs. Reflex; 1d8 + 14 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; +14 vs. Fortitude; 2d8 + 14 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] Adamantine Echo (standard) ✦ Thunder
- Close blast 3; +14 vs. Fortitude; 2d6 + 14 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing
5 thunder damage (save ends). Hit or Miss: The orc sorcerer gains a +4 power bonus to AC until the end of the encounter.
- □ Invert Resistance (minor)
- Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance
against (save ends both).
- Running Charge
- When the orc sorcerer charges, add 2 to the orc sorcerer’s speed.
- Draconic Power
- The orc sorcerer gains a +6 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 +12, Athletics +15
Str 19 (+10); Dex 14 (+8); Wis 11 (+6);
Con 15 (+8); Int 12 (+7); Cha 19 (+10)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Orc Earth Warden [Level 12 Brute]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +13; low-light
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○
AC 29; Fortitude 26, Reflex 23, Will 23
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 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
- +17 vs. Fortitude; 2d10 + 9 damage, and the target takes a –5 penalty to melee attack rolls until the end of the orc warden’s
next turn.
- □ Shield of Stone (minor)
- The orc warden slides one ally within 5 squares by 5 squares. Until the end of the orc warden’s next turn, that ally gains
resist 5 to all damage and a +2 power bonus to all defenses.
- □ Form of the Oak Sentinel (minor) ✦ Polymorph
- The orc warden assumes the guardian form of the oak sentinel until the end of the encounter. While the orc warden is in this
form, the orc warden’s melee reach increases by 1. In addition, any enemy that hits the orc warden with a melee attack takes
5 damage. 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 within the orc warden’s reach makes a melee attack against the orc warden’s ally.
Secondary Attack: targets the triggering enemy; +17 vs. AC; 2d10 + 9 damage. Miss: Half damage. Hit or
Miss: The orc warden becomes the target of the triggering attack, even if the orc warden is not within that attack’s range.
- ● [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 +13, Perception +13
Str 21 (+11); Dex 13 (+7); Wis 14 (+8);
Con 19 (+10); Int 11 (+6); Cha 12 (+7)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Orc Wild Warden [Level 12 Brute]
Medium natural humanoid [XP 700]
Initiative +7; Senses Perception +14; low-light
HP 146; Bloodied 73
Healing Surges (+36 hp) ○○
AC 26; Fortitude 26, Reflex 21, Will 24
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +17 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +17 vs. AC; 1d12 + 9 damage (crit 21 + 2d12), 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
- +17 vs. AC; 2d12 + 9 damage (crit 33 + 2d12), 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.
- □ Returning Strength (minor) ✦ Healing
- The orc warden spends a healing surge and regains +5 additional hit points.
- □ Form of the Frenzied Wolverine (minor) ✦ Polymorph
- The orc warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the orc warden is
in this form, the orc warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage.
In addition, the orc warden can use the orc warden’s second wind as a minor 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: +17
vs. AC; 1d12 + 9 damage (crit 21 + 2d12), 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; +17 vs. Fortitude; 1d12 + 9 damage (crit 21 + 2d12), 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 -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 +15, Perception +14
Str 21 (+11); Dex 13 (+7); Wis 17 (+9);
Con 16 (+9); Int 11 (+6); Cha 12 (+7)
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.