Orc NPCs [Level 16]
Orc Battle Cleric [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +12; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 30, Reflex 25, Will 30
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 12 damage, and one ally within 5 squares gains a +6 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] Arc of the Righteous (standard) ✦ Lightning, Weapon
- +22 vs. AC; 2d10 + 12 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack:
+22 vs. AC; 1d10 + 12 lightning damage.
- □ [M] Holy Spark (standard) ✦ Lightning, Weapon
- +22 vs. Will; 2d10 + 12 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is
in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss:
Half damage, and no ongoing lightning damage.
- □ Divine Armor (standard) ✦ Healing
- The orc cleric gains a +2 power bonus to AC. The orc cleric and each ally within 3 squares gain resist 5 to all damage until
the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The orc cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +17, Religion +13
Str 22 (+14); Dex 12 (+9); Wis 18 (+12);
Con 15 (+10); Int 11 (+8); Cha 14 (+10)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Orc Devoted Cleric [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +13; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 27, Reflex 25, Will 31
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 9 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +19 vs. Reflex; 1d8 + 11 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] Plague of Doom (standard)
- Ranged 10; +19 vs. Fortitude; 3d8 + 11 damage, and the target takes a -4 penalty to all defenses until the end of the orc
cleric’s next turn.
- □ [C] Seal of Warding (standard) ✦ Radiant, Zone
- Close burst 3; targets enemies; +19 vs. Will; 4d10 + 11 radiant damage, and the target is slowed until the end of the orc
cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of
difficult terrain that grants cover to the orc cleric and the orc cleric’s allies against ranged attacks until the end of
the orc cleric’s next turn. Sustain Minor: The zone persists.
- □ Hallowed Ground (standard) ✦ Zone
- Close burst 5. The burst creates a zone of hallowed ground. The orc cleric and any allies gain the following benefits while
within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls.
The area remains hallowed until the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The orc cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +18, Religion +13
Str 16 (+11); Dex 12 (+9); Wis 20 (+13);
Con 15 (+10); Int 11 (+8); Cha 18 (+12)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Orc Greatweapon Fighter [Level 16 Soldier]
Medium natural humanoid [XP 1400]
Initiative +10; Senses Perception +9; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 31; Fortitude 32, Reflex 26, Will 25
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12). Miss: 6 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc fighter makes a basic melee attack and spends a healing surge.
- ○ [M] Giant’s Wake (standard) ✦ Weapon
- +22 vs. AC; 2d12 + 17 damage (crit 41 + 2d12), and make a secondary attack against each enemy adjacent to the primary target
and within the orc fighter’s melee reach. Secondary Attack: +22 vs. AC; 1d12 + 17 damage (crit 29 + 2d12).
- □ Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
- The orc fighter gains regeneration 5, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts
its turn adjacent to the orc fighter takes 1d12 + 6 damage damage and is slowed until the end of its turn, as long as the
orc fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the orc fighter uses another stance power.
- □ Iron Warrior (minor) ✦ Healing
- The orc fighter spends a healing surge, regaining an additional 2d6 + 5 hit points, and makes a saving throw against one effect
that a save can end.
- 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 +19, Intimidate +14
Str 22 (+14); Dex 14 (+10); Wis 13 (+9);
Con 20 (+13); Int 11 (+8); Cha 12 (+9)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Orc Guardian Fighter [Level 16 Soldier]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +9; low-light
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 33; Fortitude 32, Reflex 30, Will 25
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+23 vs. AC; 1d8 + 12 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] Storm of Blows (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 16 damage. Hit or Miss: After the attack, the orc fighter can shift 1 square and repeat the attack
against another target within reach. The orc fighter can then shift 1 square and repeat the attack against a third target
within reach. After the final attack, the orc fighter can shift 1 square.
- □ [M] Dragon’s Fangs (standard) ✦ Weapon
- Two attacks against one or two creatures; +23 vs. AC; 3d8 + 12 damage. Miss: Half damage.
- ○ Interposing Shield (immediate interrupt)
- When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
- 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 +14, Intimidate +14
Str 22 (+14); Dex 18 (+12); Wis 13 (+9);
Con 16 (+11); Int 11 (+8); Cha 12 (+9)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Orc Avenging Paladin [Level 16 Soldier]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +10; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 31, Reflex 26, Will 29
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +23 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +23 vs. AC; 1d10 + 12 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] Radiant Charge (standard) ✦ Radiant, Weapon
- +23 vs. AC; 3d10 + 12 radiant damage, and the target is marked until the end of the orc paladin’s next turn. The orc paladin
can fly 2 squares and must charge as part of this attack.
- □ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
- Usable only while bloodied.
+23 vs. AC; 4d10 + 12 damage. Miss: Half damage. Hit or Miss: The orc paladin can spend a healing surge.
- ● 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.
- □ Angelic Intercession (immediate interrupt) ✦ Teleportation
- When an ally within 5 squares of the orc paladin is hit by an attack.
The orc paladin teleports adjacent to the ally and is hit by the attack instead.
- Running Charge
- When the orc paladin charges, add 2 to the orc paladin’s speed.
Skills Intimidate +17, Religion +13
Str 22 (+14); Dex 12 (+9); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 18 (+12)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Orc Protecting Paladin [Level 16 Soldier]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +10; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 34; Fortitude 30, Reflex 28, Will 30
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 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.
- ○ [M] Renewing Smite (standard) ✦ Healing, Weapon
- +22 vs. AC; 2d8 + 11 damage, and one ally within 5 squares of the orc paladin regains 12 hit points.
- □ [R] True Nemesis (standard)
- Ranged 5; +19 vs. Will; 2d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever
the target is within 5 squares of the orc paladin and attacks the orc paladin or an ally, the orc paladin can make a secondary
attack against the target as an immediate reaction. Secondary Attack: +19 vs. Will; 2d10 + 11 damage. Miss:
Half damage.
- □ Death Ward (standard) ✦ Healing
- The orc paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the target
regains hit points as if it had spent two healing surges. Add +5 to the hit points regained.
- ● 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 11 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 +18, Religion +13
Str 20 (+13); Dex 12 (+9); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 20 (+13)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Orc Archer Ranger [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +13; Senses Perception +15; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 30, Will 26
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +22 vs. AC; 1d6 + 11 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +21 vs. AC; 1d10 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +22/+22 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage
(off-hand).
Longbow: Ranged 20/40; +21 vs. AC (twice); 1d10 + 6 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc ranger makes a basic melee attack and spends a healing surge.
- ○ [M/R] Pinning Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +22/+22 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage
(off-hand).
Longbow: Ranged 20/40; +21 vs. AC (twice); 1d10 + 6 damage.
Hit: The target is immobilized
until the start of the orc ranger’s next turn.
- □ [R] Confounding Arrows (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +21 vs. AC; 1d10 + 11 damage per attack. A target hit once
is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes
+2d10 damage. Miss: The target is dazed (save ends).
- □ Momentary Respite (standard)
- The orc ranger shifts 2 squares and makes a saving throw. The orc ranger is no longer marked by any enemy.
- ● 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.
- 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 +15, Stealth +17
Str 20 (+13); Dex 20 (+13); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Orc Two-Blade Ranger [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +15; low-light
HP 161; Bloodied 80
Healing Surges (+40 hp) ○○
AC 31; Fortitude 31, Reflex 29, Will 26
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 12 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 12 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +20 vs. AC; 1d10 + 10 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +23/+23 vs. AC; 1d8 + 6 damage (main)/1d8 + 6 damage
(off-hand).
Longbow: Ranged 20/40; +20 vs. AC (twice); 1d10 + 6 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc ranger makes a basic melee attack and spends a healing surge.
- ○ [M] Armor Splinter (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +23 vs. AC; 1d8 + 12 damage.
Longsword (off hand):
+23 vs. AC; 1d8 + 12 damage.
If one attack hits, the target takes a -2 penalty to AC until the end of the orc ranger’s
next turn. If both attacks hit, the target takes a -4 penalty to AC until the end of the orc ranger’s next turn.
- □ [M] Blade Cascade (standard) ✦ Weapon
- Attack one or more creatures.
Longsword (main): +23 vs. AC; 2d8 + 12 damage.
Longsword (off hand):
+23 vs. AC; 2d8 + 12 damage.
Alternate main and off-hand weapon attacks until the orc ranger misses or until the orc
ranger makes five attacks. As soon as an attack misses, this attack ends.
- ● 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.
- □ Evade the Blow (immediate interrupt)
- When an enemy hits the orc ranger with a melee attack.
Shift 1 square away from the enemy.
- 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 +15, Perception +15
Str 22 (+14); Dex 18 (+12); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Orc Brawny Rogue [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +13; Senses Perception +9; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 29, Reflex 31, Will 26
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +22 vs. AC; 1d6 + 11 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +22 vs. AC; 1d6 + 11 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +22 vs. Reflex; 1d6 + 11 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc rogue makes a basic melee attack and spends a healing surge.
- ○ [M] Unbalancing Attack (standard) ✦ Weapon
- +22 vs. AC; 3d6 + 11 damage, and the target cannot shift until the end of the orc rogue’s next turn. If the target provokes
an opportunity attack from the orc rogue before the start of the orc rogue’s next turn, the orc rogue gains a +5 bonus to
the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
- □ [M] Garrote Grip (standard) ✦ Reliable, Weapon
- The orc rogue can use this power as a minor action if the orc rogue has already grabbed a creature. Doing so requires no attack
roll. +22 vs. Reflex; 2d6 + 11 damage, and the orc rogue grabs the target. Until the target escapes, the orc rogue has cover,
and any melee attack or ranged attack that misses the orc rogue hits the target instead. Sustain Minor: Sustain the
grab for another round. The third time the orc rogue sustains the grab after using this power, the target falls unconscious.
If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
- ○ Leaping Dodge (immediate interrupt)
- When an enemy targets the orc rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
- 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 +18, Thievery +18
Str 20 (+13); Dex 20 (+13); Wis 12 (+9);
Con 15 (+10); Int 11 (+8); Cha 14 (+10)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Orc Trickster Rogue [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +13; Senses Perception +14; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 27, Reflex 31, Will 28
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +20 vs. AC; 1d6 + 9 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +22 vs. AC; 1d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +21 vs. AC; 1d6 + 11 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] Tornado Strike (standard) ✦ Weapon
- Targets one or two creatures, one attack per target.
Short Sword: +22 vs. AC; 2d6 + 11 damage.
Hand
Crossbow: Ranged 10/20; +21 vs. AC; 2d6 + 11 damage.
Hit: The target slides 2 squares. Hit or Miss:
The orc rogue can move 3 squares after making the attack.
- □ [M/R] Slaying Strike (standard) ✦ Weapon
- Short Sword: +22 vs. AC; 3d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +21 vs. AC; 3d6 + 11 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 14 damage (short sword) or
5d6 + 14 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
- ○ Hide in Plain Sight (minor)
- The orc rogue must already be hidden to use this power. The orc rogue is invisible until the orc rogue leaves the orc rogue’s
current square. No other action that the orc rogue performs makes the orc rogue visible.
- 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 +18, Thievery +18
Str 16 (+11); Dex 20 (+13); Wis 12 (+9);
Con 15 (+10); Int 11 (+8); Cha 18 (+12)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Orc Fey-Pact Warlock [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +9; low-light
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 30; Fortitude 27, Reflex 29, Will 30
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 1d6 + 11 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] Bewitching Whispers (standard) ✦ Charm
- Ranged 10; +19 vs. Will; until the end of the orc warlock’s next turn, the target treats all creatures as enemies for the
purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +4 power bonus to these
attack rolls.
- □ [R] Curse of the Golden Mist (standard) ✦ Charm
- Ranged 10; +19 vs. Will; The target loses its next standard action. Sustain Standard: Make a +19 vs. Will attack against
the target. On a hit, the target loses its next standard action. On a miss, the power ends.
- ○ Infuriating Elusiveness (move) ✦ Illusion, Teleportation
- The orc warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the orc warlock’s
next turn.
- ● Warlock’s Curse (minor)
- The orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the orc
warlock can deal an extra 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 +17, Bluff +18
Str 13 (+9); Dex 12 (+9); Wis 13 (+9);
Con 16 (+11); Int 18 (+12); Cha 20 (+13)
Equipment leather armor, spear
-1 Level / +1 Level
Orc Infernal-Pact Warlock [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +9; low-light
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○
AC 30; Fortitude 30, Reflex 29, Will 27
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +20 vs. Reflex; 1d6 + 12 fire damage. If the orc warlock takes damage before the end of the orc warlock’s next
turn, the target takes an extra 1d6 + 12 fire damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc warlock makes a basic melee attack and spends a healing surge.
- ○ [R] Soul Flaying (standard) ✦ Necrotic
- Ranged 10; +20 vs. Will; 2d8 + 16 necrotic damage, and the target is weakened until the end of the orc warlock’s next turn.
- □ [R] Fireswarm (standard) ✦ Fire, Poison
- Ranged 10; +20 vs. Reflex; 4d10 + 12 fire and poison damage. Sustain Standard: Make a +20 vs. Fortitude attack against
the target. On a hit, the target and each creature adjacent to it takes 2d10 + 12 fire and poison damage. On a miss, the orc
warlock deals half damage and the power ends.
- ○ Cloak of Shadow (move)
- The orc warlock can fly a number of squares equal to the orc warlock’s speed + 2. If the orc warlock doesn’t land at the end
of this move, the orc warlock falls. Until the end of the orc warlock’s next turn, the orc warlock is insubstantial, and the
orc warlock cannot affect, attack, or use powers on creatures or objects.
- ● 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 16 temporary hit points.
- Running Charge
- When the orc warlock charges, add 2 to the orc warlock’s speed.
Skills Arcana +17, Intimidate +15
Str 13 (+9); Dex 13 (+9); Wis 12 (+9);
Con 22 (+14); Int 18 (+12); Cha 14 (+10)
Equipment leather armor, mace
-1 Level / +1 Level
Orc Star-Pact Warlock [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +9; low-light
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○
AC 28; Fortitude 30, Reflex 27, Will 29
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +17 vs. AC; 1d6 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +20 vs. Fortitude; 1d6 + 12 radiant damage. If the target moves nearer to the orc warlock on its next turn, it
takes an extra 1d6 + 12 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc warlock makes a basic melee attack and spends a healing surge.
- ○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
- Ranged 10; +20 vs. Fortitude; 2d10 + 12 damage (choose cold or radiant damage), and make a secondary attack against each creature
adjacent to the primary target. Secondary Attack: +20 vs. Reflex; 1d10 + 14 damage (choose cold or radiant damage).
- □ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
- Area burst 1 within 10; +20 vs. Fortitude; 4d10 + 12 cold damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of tendrils that lasts until the end of the orc warlock’s next turn. Sustain Minor: Make a
+20 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 12 cold damage and is immobilized
(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 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.
- □ Eye of the Warlock (minor)
- Ranged 10; the orc warlock sees through the target’s eyes. The target is not aware that the orc warlock is doing so. The orc
warlock has line of sight and line of effect from the target for the orc warlock’s attacks. The orc warlock’s warlock powers
can originate in the target’s square. Each time the orc warlock uses a power through this link, a mystical third eye briefly
appears upon the target’s brow (save ends).
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The orc warlock gains a +1 bonus to a single d20 roll the orc warlock makes during the orc warlock’s next turn. This bonus
is cumulative; if three cursed enemies drop, the bonus increases to +3.
- Running Charge
- When the orc warlock charges, add 2 to the orc warlock’s speed.
Skills Arcana +15, Insight +14
Str 13 (+9); Dex 13 (+9); Wis 12 (+9);
Con 22 (+14); Int 14 (+10); Cha 18 (+12)
Equipment leather armor, sickle
-1 Level / +1 Level
Orc Inspiring Warlord [Level 16 Soldier (Leader)]
Medium natural humanoid [XP 1400]
Initiative +11; Senses Perception +8; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 31, Reflex 26, Will 29
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +22 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +22 vs. Fortitude; 6 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 +4 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] Bolstering Blow (standard) ✦ Weapon
- +22 vs. AC; 3d10 + 12 damage, and the orc warlord grants 14 temporary hit points to an ally within 5 squares.
- □ [M] Renew the Troops (standard) ✦ Healing, Weapon
- +22 vs. AC; 3d10 + 12 damage, and each ally who has line of sight to the orc warlord regains hit points as if he or she had
spent a healing surge, regaining an additional +4 extra hit points. Miss: Each ally who has line of sight to the orc
warlord regains 14 hit points.
- ○ Warlord’s Banner (standard) ✦ Healing
- Each ally within 5 squares can spend a healing surge. Until the end of the orc warlord’s next turn, each target gains a +2
power bonus to attack rolls.
- ○○○ Inspiring Word (minor) ✦ Healing
- The orc warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 12 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 +13, History +15
Str 22 (+14); Dex 12 (+9); Wis 11 (+8);
Con 15 (+10); Int 14 (+10); Cha 18 (+12)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Orc Tactical Warlord [Level 16 Soldier (Leader)]
Medium natural humanoid [XP 1400]
Initiative +11; Senses Perception +8; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 31, Reflex 29, Will 27
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 12 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] Beat Them into the Ground (standard) ✦ Weapon
- +23 vs. Fortitude; 2d8 + 12 damage, the target is knocked prone, and every ally within 5 squares of the orc warlord makes
a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target prone
on a hit. The orc warlord’s allies have a +4 power bonus to these attack rolls.
- □ [M] Make Them Bleed (standard) ✦ Weapon
- +23 vs. AC; 3d8 + 12 damage, and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter, when the
orc warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
- □ White Raven Formation (standard)
- Each ally within 5 squares can take a move action.
- ○○○ Inspiring Word (minor) ✦ Healing
- The orc warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power
can only be used once per round.
- Running Charge
- When the orc warlord charges, add 2 to the orc warlord’s speed.
- Tactical Presence
- When an ally the orc warlord can see spends an action point to make an extra attack, the ally gains a +4 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 +13, History +17
Str 22 (+14); Dex 12 (+9); Wis 11 (+8);
Con 15 (+10); Int 18 (+12); Cha 14 (+10)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Orc Control Wizard [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +10; Senses Perception +12; low-light
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 30
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +19 vs. Fortitude; 1d6 + 11 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] Mesmeric Hold (standard) ✦ Charm, Psychic
- Ranged 10; targets one, two, or three creatures, one attack per target; +19 vs. Will; 2d6 + 11 psychic damage, and the target
is immobilized until the end of the orc wizard’s next turn. If the orc wizard targets only one creature with this power, the
orc wizard gains a +4 power bonus to the attack roll.
- □ [C] Prismatic Beams (standard) ✦ Fire, Poison
- Close burst 5; targets enemies; +19 vs. Fortitude, Reflex, Will. The orc wizard makes only one attack per target, but compare
that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 + 11 poison
damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 11 fire damage, and ongoing
5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject to any,
all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each
ongoing effect separately.
- ○ 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 -4 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.
- ○ Displacement (immediate interrupt) ✦ Illusion
- When a ranged or a melee attack hits the orc wizard or one ally within 5 squares.
The attacker must reroll the attack roll.
- Running Charge
- When the orc wizard charges, add 2 to the orc wizard’s speed.
Skills Arcana +18, Insight +17
Str 13 (+9); Dex 14 (+10); Wis 18 (+12);
Con 15 (+10); Int 20 (+13); Cha 12 (+9)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Orc War Wizard [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +10; low-light
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 28
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +19 vs. Reflex; 1d6 + 11 fire damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc wizard makes a basic melee attack and spends a healing surge.
- ○ [C] Thunderlance (standard) ✦ Thunder
- Close blast 5; +19 vs. Reflex; 4d6 + 11 thunder damage, and the target is pushed 4 squares.
- □ [C] Blast of Cold (standard) ✦ Cold
- Close blast 5; targets enemies; +19 vs. Reflex; 6d6 + 11 cold damage, and the target is immobilized (save ends). Miss:
Half damage, and the target is slowed (save ends).
- □ Stoneskin (standard)
- The orc wizard or one ally touched by the orc wizard gains resist 10 to all damage until the end of the encounter or for 5
minutes.
- ○ Wand of Accuracy (free)
- The orc wizard gains a +4 bonus to a single attack roll.
- Running Charge
- When the orc wizard charges, add 2 to the orc wizard’s speed.
Skills Arcana +18, History +18
Str 13 (+9); Dex 18 (+12); Wis 14 (+10);
Con 15 (+10); Int 20 (+13); Cha 12 (+9)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Orc Isolating Avenger [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +13; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 28, Reflex 29, Will 30
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 9 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 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] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
- +22 vs. Will; 2d10 + 11 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts
until the end of the orc avenger’s next turn or until the orc avenger dismisses it as a minor action. Any enemy that enters
the zone is dazed until the end of the orc avenger’s next turn. Hit or Miss: Until the end of the orc avenger’s next
turn, the orc avenger gains a +2 bonus to attack rolls against the target.
- □ [M] Aspect of Fury (standard) ✦ Weapon
- +22 vs. AC; 3d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that
starts its turn adjacent to the orc avenger or that hits or misses the orc avenger with a melee attack takes 5 damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the orc avenger can see in within 10 squares. When the orc avenger makes a melee attack against the target
and the target is the only enemy adjacent to the orc avenger, the orc avenger makes two attack rolls and use either result.
This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the orc avenger
regains the use of this power.
- ○ [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.
- ○ Bulwark of Defiance (no action)
- When the orc avenger fails a saving throw other than a death saving throw.
Until the end of the orc avenger’s next turn, the effect the orc avenger failed the saving throw against doesn’t affect the
orc avenger, but the orc avenger makes saving throws against it as normal.
- 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 +4 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 +16, Religion +17
Str 16 (+11); Dex 12 (+9); Wis 20 (+13);
Con 15 (+10); Int 18 (+12); Cha 11 (+8)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Orc Pursuing Avenger [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +13; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 28, Reflex 29, Will 30
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +20 vs. AC; 1d10 + 9 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +20 vs. AC; 1d8 + 10 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 11 damage, and if the target doesn’t end its next turn adjacent to the orc avenger, the orc avenger can
shift 5 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.
- ○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
- Ranged 10; +19 vs. Will; 2d8 + 11 thunder damage, and the orc avenger teleports the target 5 squares. The orc avenger then
teleports to a space adjacent to the target. Until the end of the orc avenger’s next turn, any enemy that ends its turn adjacent
to the orc avenger takes 4 thunder damage.
- □ [R] Sigil of Carceri (standard) ✦ Force
- Ranged 10; +19 vs. Fortitude; 2d10 + 11 force damage. The target is immobilized, and its attacks against creatures more than
5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the orc avenger’s next
turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
- ○ [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.
- ○ Astral Cloak (minor) ✦ Illusion
- The orc avenger becomes invisible until the end of the orc avenger’s turn.
- ○ [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 +8 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 +14, Stealth +17
Str 16 (+11); Dex 18 (+12); Wis 20 (+13);
Con 15 (+10); Int 12 (+9); Cha 11 (+8)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Orc Rageblood Barbarian [Level 16 Brute]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +14; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○
AC 30; Fortitude 32, Reflex 27, Will 26
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+22 vs. AC; 1d12 + 2d8 + 12 damage (crit 40 + 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.
- ○ [C] Blade Whirlwind (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +22 vs. AC; 2d12 + 12 damage (crit 36 + 2d12) and the target is pushed 1 square.
- □ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
- +22 vs. AC; 4d12 + 12 damage (crit 60 + 2d12). Miss: Half damage. Hit or Miss: The orc barbarian enters the
rage of the hunting lion. Until the rage ends, the orc barbarian gains a +2 power bonus to attack rolls against any target
that is granting combat advantage to the orc barbarian.
- □ Primal Resistance (minor) ✦ Stance
- Until the stance ends, the orc barbarian gains resist 10 against a damage type of the orc barbarian’s choice: acid, cold,
fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the orc barbarian uses another stance power.
- ○ Swift Charge (free)
- When the orc barbarian’s attack reduces an enemy to 0 hit points.
The orc barbarian charges an enemy.
- Running Charge
- When the orc barbarian charges, add 2 to the orc barbarian’s speed.
- Rageblood Vigor
- Whenever the orc barbarian’s attack reduces an enemy to 0 hit points, the orc barbarian gains 10 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 +18, Perception +14
Str 22 (+14); Dex 13 (+9); Wis 12 (+9);
Con 20 (+13); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Orc Thaneborn Barbarian [Level 16 Brute]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +14; low-light
HP 186; Bloodied 93
Healing Surges (+46 hp) ○○
AC 30; Fortitude 32, Reflex 27, Will 28
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+22 vs. AC; 1d12 + 2d6 + 12 damage (crit 36 + 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] Terror’s Cry (standard) ✦ Fear, Weapon
- +22 vs. Fortitude; 3d12 + 12 damage (crit 48 + 2d12). Make a secondary attack against each adjacent enemy. Secondary Attack:
+20 vs. Will; the secondary target moves 2 squares away from the orc barbarian as a free action and takes a –4 penalty to
attack rolls until the end of the orc barbarian’s next turn.
- □ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
- +22 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and the orc barbarian knocks the target prone. Miss: Half damage. Hit
or Miss: The orc barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent to the
orc barbarian hits or misses the orc barbarian, the orc barbarian can make a melee basic attack against that enemy as an immediate
reaction.
- ○ [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.
- □ Spur the Cycle (free)
- When the orc barbarian reducees an enemy to 0 hit points during the orc barbarian’s turn.
The orc barbarian takes a standard action.
- 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 +4
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 +18, Perception +14
Str 22 (+14); Dex 13 (+9); Wis 12 (+9);
Con 16 (+11); Int 11 (+8); Cha 18 (+12)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Orc Cunning Bard [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +13; low-light
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 30
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 8 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 1d6 + 11 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] Foolhardy Fighting (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 1d10 + 11 psychic damage. Until the end of the orc bard’s next turn, any attack the target makes
provokes opportunity attacks and the target takes a -4 penalty to attack rolls.
- □ [R] Confusing Chorus (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 3d6 + 11 psychic damage. As the first action of each of the target’s turns, the target makes a melee
basic attack against a creature of the orc bard’s choice as a free action (save ends). Miss: Half damage. As the first
action of the target’s next turn, the target makes a melee basic attack against a creature of the orc bard’s choice as a free
action.
- □ Blink Zone (standard) ✦ Teleportation, Zone
- Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the orc bard’s next turn.
While within the zone, the orc bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares as a move
action. Sustain Minor: The zone persists.
- ○○○ Majestic Word (minor) ✦ Healing
- The orc bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 hit points. This power
can only be used once per round. The orc bard can also slide the target 1 square.
- 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 9 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 +17, Bluff +18
Str 15 (+10); Dex 12 (+9); Wis 11 (+8);
Con 16 (+11); Int 18 (+12); Cha 20 (+13)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Orc Valorous Bard [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +13; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 31; Fortitude 29, Reflex 28, Will 30
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 8 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 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] Earthquake Strike (standard) ✦ Weapon
- +22 vs. AC; 2d8 + 11 damage, and the orc bard knocks the target prone. Until the end of the orc bard’s next turn, each ally
within 10 squares of the orc bard can knock prone any creature he or she hits and gains a +5 bonus to damage rolls.
- □ [M] Quick Steel Dance (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage, and until the end of the orc bard’s next turn, the target is marked by an ally within 10 squares
of the orc bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever an enemy that is adjacent
to any of the orc bard’s allies shifts, those allies can each shift 1 square as an opportunity action.
- ○○○ Majestic Word (minor) ✦ Healing
- The orc bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 hit points. This power
can only be used once per round. The orc bard can also slide the target 1 square.
- □ Chorus of Recovery (minor)
- Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the orc bard’s next turn. When the orc
bard moves, the zone moves with the orc bard, remaining centered on the orc bard. Any ally who starts his or her turn within
the zone can make a saving throw. Sustain Minor: The zone persists.
- Running Charge
- When the orc bard charges, add 2 to the orc bard’s speed.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the orc bard reduces an enemy to 0 hit points or bloodies an enemy, the
orc bard can grant 8 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 +15, Athletics +14
Str 15 (+10); Dex 12 (+9); Wis 11 (+8);
Con 20 (+13); Int 14 (+10); Cha 20 (+13)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Orc Guardian Druid [Level 16 Controller]
Medium natural humanoid [XP 1400]
Initiative +10; Senses Perception +13; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 32; Fortitude 29, Reflex 27, Will 30
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +18 vs. AC; 2d4 + 8 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc druid makes a basic melee attack and spends a healing surge.
- ○ [C] Tidal Surge (standard)
- Close blast 5; +19 vs. Fortitude; 2d6 + 11 damage, and the orc druid slides the target 3 squares.
- □ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
- Area burst 1 within 10; +19 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The burst creates a zone of wind and
lightning that lasts until the end of the orc druid’s next turn. Any creature that enters the zone or starts its turn there
is slowed until the end of the orc druid’s next turn. As a move action, the orc druid can move the zone 5 squares. Sustain
Minor: The zone persists, and each creature within it takes 5 lightning damage.
- ● Wild Shape (minor) ✦ Polymorph
- The orc druid changes from the orc druid’s humanoid form to beast form or vice versa. When the orc druid changes from beast
form back to the orc druid’s humanoid form, the orc druid shifts 1 square. While the orc druid is in beast form, the orc druid
can’t use attack, utility, or feat powers that lack the beast form keyword, although the orc druid can sustain such powers.
The orc druid can use this power once per round.
- □ Howl of the Wild (minor) ✦ Beast Form, Healing
- The orc druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
- 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 +18, Nature +18
Str 15 (+10); Dex 14 (+10); Wis 20 (+13);
Con 20 (+13); Int 12 (+9); Cha 11 (+8)
Equipment hide armor, scythe
-1 Level / +1 Level
Orc Predator Druid [Level 16 Controller]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +18; low-light
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 30
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +18 vs. AC; 2d4 + 8 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +19 vs. Reflex; 1d8 + 11 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; +19 vs. Reflex; 1d6 + 6 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 5 fire damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc druid makes a basic melee attack and spends a healing surge.
- ○ [M] Claws of Retribution (standard) ✦ Beast Form
- +19 vs. Reflex; 2d6 + 11 damage, and until the end of the orc druid’s next turn, the orc druid can make a melee basic attack
with a +4 attack bonus as an opportunity action against any enemy adjacent to the orc druid that hits or misses with an attack.
- □ [M] Revitalizing Pounce (standard) ✦ Beast Form
- +19 vs. Reflex; 3d8 + 11 damage, and remove from the orc druid every effect that a save can end. Miss: Half damage,
and the orc druid makes a saving throw against each effect that a save can end.
- ● 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.
- □ Insect Plague (free)
- Until the end of the encounter, the orc druid can use wild shape to assume the form of a cloud of insects. In this form, the
orc druid gains a fly speed equal to the orc druid’s speed, and the orc druid can hover. The orc druid also becomes insubstantial.
When the orc druid squeezes, the orc druid can move at full speed instead of half speed and can fit through any opening large
enough to accommodate even a single insect. The orc druid can’t attack, pick up anything, or manipulate objects. Until this
power ends, the orc druid can use wild shape to change among this form, another beast form, and the orc druid’s humanoid form.
- Running Charge
- When the orc druid charges, add 2 to the orc druid’s speed.
- Primal Predator
- While the orc druid is not wearing heavy armor, the orc druid gains a +1 bonus to the orc druid’s speed.
Skills Nature +18, Perception +18
Str 15 (+10); Dex 18 (+12); Wis 20 (+13);
Con 16 (+11); Int 12 (+9); Cha 11 (+8)
Equipment hide armor, scythe
-1 Level / +1 Level
Orc Preserving Invoker [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +13; low-light
HP 118; Bloodied 59
Healing Surges (+29 hp) ○○
AC 31; Fortitude 28, Reflex 29, Will 30
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 7 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +19 vs. Reflex; 1d8 + 11 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] Winds of Celestia (standard)
- Area burst 1 within 10; targets enemies; +19 vs. Fortitude; 3d6 + 11 damage, and the orc invoker either slides the target
5 squares or the orc invoker slides the target 1 square and knocks it prone.
- □ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
- Area burst 2 within 10; targets enemies; +19 vs. Will; 4d6 + 11 radiant damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the orc invoker
can teleport a creature within the zone 5 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 +4 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.
- ○ Shield of Justice (immediate interrupt)
- When an enemy within 10 squares of the orc invoker makes an attack roll against the orc invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the orc invoker’s next turn, any attacker
gains a +2 power bonus to attack rolls against the triggering enemy.
- 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 +17, Religion +17
Str 13 (+9); Dex 13 (+9); Wis 20 (+13);
Con 16 (+11); Int 18 (+12); Cha 12 (+9)
Equipment hide armor, morningstar
-1 Level / +1 Level
Orc Wrathful Invoker [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +13; low-light
HP 122; Bloodied 61
Healing Surges (+30 hp) ○○
AC 30; Fortitude 30, Reflex 27, Will 30
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 7 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +19 vs. Fortitude; 1d10 + 11 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +5 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.
- ○ [R] Seal of the Heretic (standard)
- Ranged 10; targets one, two, or three creatures; +19 vs. Will; 2d8 + 11 damage, or 3d8 + 11 damage if the orc invoker targets
only one creature. The target takes a –5 penalty to all saving throws until the end of the orc invoker’s next turn.
- □ [A] Wall of Blades (standard) ✦ Conjuration, Radiant
- Area wall 8 within 20; the orc invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall can
be up to 4 squares high, and it lasts until the end of the orc invoker’s next turn. The wall provides cover to the orc invoker
and the orc invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10 + 11 radiant damage. While
the orc invoker is within 5 squares of the wall, the orc invoker can make the following attack as a standard action. Secondary
Attack: Ranged 10; +19 vs. Reflex; 2d10 + 11 radiant damage. Before the attack, remove a square of the wall. Sustain
Minor: The wall persists.
- □ Walk Between Worlds (minor)
- The orc invoker or one ally within 10 squares gains phasing until the end of the orc invoker’s next turn. Sustain Minor:
The effect 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+5 radiant damage and is pushed 2 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 +17, Religion +15
Str 13 (+9); Dex 13 (+9); Wis 20 (+13);
Con 20 (+13); Int 14 (+10); Cha 12 (+9)
Equipment chainmail, morningstar
-1 Level / +1 Level
Orc Bear Shaman [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +18; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 28; Fortitude 30, Reflex 26, Will 30
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +18 vs. AC; 1d10 + 8 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Will; 1d8 + 11 damage, and each ally adjacent to the orc shaman’s spirit companion gains 5 temporary
hit points.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc shaman makes a basic melee attack and spends a healing surge.
- ○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Fortitude; 2d6 + 11 damage. Until the end of the orc shaman’s next turn, the orc shaman and the orc
shaman’s allies gain resist 9 to all damage while adjacent to the orc shaman’s spirit companion.
- □ [R] Storm Guardian Spirit (standard) ✦ Thunder
- Ranged 5; +19 vs. Reflex; 3d10 + 11 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5
squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and
is pushed 1 square from the ally.
- ● 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 18 damage to the spirit, the spirit disappears, and the orc
shaman takes 13 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 4d6 hit points. This power can only be used once per round.
- ○ Fate Weaver’s Shield (minor)
- One ally within 5 squares gains a +5 bonus to all defenses until the end of the orc shaman’s next turn or until it attacks.
- ● [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; +19 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the orc shaman’s spirit
companion regains 5 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 5 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 +18, Perception +18
Str 14 (+10); Dex 13 (+9); Wis 20 (+13);
Con 20 (+13); Int 14 (+10); Cha 11 (+8)
Equipment leather armor, longspear
-1 Level / +1 Level
Orc Panther Shaman [Level 16 Controller (Leader)]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +18; low-light
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 30; Fortitude 28, Reflex 28, Will 30
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +18 vs. AC; 1d10 + 8 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Fortitude; 1d10 + 11 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 +2
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 Laughing Fortune (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Reflex; 2d10 + 11 damage. Until the start of the orc shaman’s next turn, if an ally adjacent to the
orc shaman’s spirit companion misses with an attack, the orc shaman can use an immediate interrupt to allow that ally to reroll
the attack with a +4 bonus to the attack roll.
- □ [C] Searing Wind of the South (standard) ✦ Fire
- Close blast 5; targets enemies; +19 vs. Fortitude; 4d6 + 11 fire damage. Miss: Half damage. Hit or Miss: The
orc shaman slides each ally in the blast to another space in or adjacent to the blast.
- ● 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 18 damage to the spirit, the spirit disappears, and the orc
shaman takes 13 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 4d6 hit points. This power can only be used once per round.
- □ Spirits of the Dancing Zephyr (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the orc shaman
or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action,
the orc shaman can move the zone 5 squares.
- ● [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; +19 vs. Reflex; 1d10 + 11 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 +4 bonus to damage rolls against bloodied enemies.
Skills Nature +18, Perception +18
Str 14 (+10); Dex 13 (+9); Wis 20 (+13);
Con 16 (+11); Int 18 (+12); Cha 11 (+8)
Equipment leather armor, longspear
-1 Level / +1 Level
Orc Chaos Sorcerer [Level 16 Artillery]
Medium natural humanoid [XP 1400]
Initiative +12; Senses Perception +8; low-light
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 28; Fortitude 27, Reflex 28, Will 31
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +21 vs. AC; 1d4 + 10 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +19 vs. Will; 1d10 + 17 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:
+19 vs. Will; 1d6 + 12 psychic damage. If the orc sorcerer rolled an even number for the secondary attack roll, repeat the
secondary attack. The orc sorcerer can attack a creature only once with a single use of this power.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc sorcerer makes a basic melee attack and spends a healing surge.
- ○ [R] Mind Hammer (standard) ✦ Psychic
- Ranged 10; +19 vs. Will; 2d10 + 17 psychic damage, and the orc sorcerer knocks the target prone. If the orc sorcerer rolled
an even number on the attack roll, the target can’t stand up until the end of the orc sorcerer’s next turn. If the orc sorcerer
rolled an odd number on the attack roll, the orc sorcerer slides the target 4 squares.
- □ [R] Hostility Charm (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 5d6 + 17 psychic damage, and as a free action, the target charges the orc sorcerer’s enemy nearest
to it that it can charge and makes a melee basic attack. If the orc sorcerer rolled an even number on the attack roll, the
orc sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity attack that
they provoke (save ends). Miss: Half damage.
- □ Chaos Echoes (immediate reaction)
- When the orc sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
- Running Charge
- When the orc sorcerer charges, add 2 to the orc sorcerer’s speed.
- Chaos Power
- The orc sorcerer gains a +6 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 +14, Bluff +18
Str 16 (+11); Dex 18 (+12); Wis 11 (+8);
Con 15 (+10); Int 12 (+9); Cha 20 (+13)
Equipment cloth armor, dagger
-1 Level / +1 Level
Orc Dragon Sorcerer [Level 16 Skirmisher]
Medium natural humanoid [XP 1400]
Initiative +10; Senses Perception +8; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 29; Fortitude 29, Reflex 26, Will 31
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +19 vs. Reflex; 1d8 + 18 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 5 fire damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc sorcerer makes a basic melee attack and spends a healing surge.
- ○ [C] Thunder Breath (standard) ✦ Thunder
- Close blast 3; +19 vs. Fortitude; 2d6 + 18 thunder damage, and the target is dazed and slowed until the end of the orc sorcerer’s
next turn.
- □ [C] Spitfire Furnace (standard) ✦ Fire
- Close blast 3; +19 vs. Reflex; 4d10 + 18 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts
its turn within 2 squares of the orc sorcerer takes 7 fire damage.
- ○ Draconic Majesty (minor) ✦ Fear, Zone
- Close burst 3; the burst creates a zone of fear that lasts until the end of the orc sorcerer’s next turn. When the orc sorcerer
moves, the zone moves with the orc sorcerer, remaining centered on the orc sorcerer. The zone is difficult terrain for the
orc sorcerer’s enemies. While within the zone, any enemy takes a -5 penalty to attack rolls.
- Running Charge
- When the orc sorcerer charges, add 2 to the orc sorcerer’s speed.
- Draconic Power
- The orc sorcerer gains a +7 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 +14, Athletics +18
Str 20 (+13); Dex 14 (+10); Wis 11 (+8);
Con 15 (+10); Int 12 (+9); Cha 20 (+13)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Orc Earth Warden [Level 16 Brute]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +15; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○
AC 34; Fortitude 31, Reflex 27, Will 27
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 12 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] Ponderous Strike (standard) ✦ Weapon
- +22 vs. AC; 3d10 + 12 damage. Hit or Miss: The target provokes an opportunity attack from the orc warden if it shifts
before the end of the orc warden’s next turn.
- □ Form of the Rowan Sentinel (minor) ✦ Lightning, Polymorph
- The orc warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the orc warden is in
this form, the orc warden gains resist 10 lightning, and the orc warden’s melee reach increases by 1. In addition, if any
enemy starts its turn within 3 squares of the orc warden and the orc warden is able to take actions, that enemy is marked
until the end of the orc warden’s next turn. 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: +22 vs. AC; 2d10 + 12 lightning damage,
and the target is dazed and takes ongoing 5 lightning damage (save ends both). Miss: Half damage, and the target is
dazed until the end of the orc warden’s next turn.
- ● [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.
- ○ Cleansing Earth (immediate reaction)
- When the orc warden is subjected to an effect that a save can end.
The orc warden makes a saving throw against the triggering effect, with a +6 power bonus.
- 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 +5 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 +16, Perception +15
Str 22 (+14); Dex 13 (+9); Wis 14 (+10);
Con 20 (+13); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Orc Wild Warden [Level 16 Brute]
Medium natural humanoid [XP 1400]
Initiative +9; Senses Perception +17; low-light
HP 186; Bloodied 93
Healing Surges (+46 hp) ○○
AC 31; Fortitude 31, Reflex 25, Will 29
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +22 vs. AC; 1d12 + 12 damage (crit 24 + 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] Sunburst Strike (standard) ✦ Radiant, Weapon
- +22 vs. AC; 1d12 + 12 radiant damage (crit 24 + 2d12), and the target is blinded until the end of the orc warden’s next turn.
If the target is bloodied, the orc warden shifts 2 squares.
- □ Form of the Charging Boar (minor) ✦ Polymorph
- The orc warden assumes the guardian form of the charging boar until the end of the encounter. While the orc warden is in this
form, the orc warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. Once during this encounter,
the orc warden can make the following attack while the orc warden is in this form as a standard action.
Secondary
Attack: Before the attack, the orc warden moves the orc warden’s speed; +22 vs. Reflex; 3d12 + 12 damage (crit 48 + 2d12),
and the orc warden slides the target 2 squares. Miss: Half damage, and the orc warden slides the target 1 square.
- □ Verdant Life (minor) ✦ Healing
- The orc warden can spend two healing surges.
- ● [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; +22 vs. Fortitude; 1d12 + 12 damage (crit 24 + 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 -4 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 +18, Perception +17
Str 22 (+14); Dex 13 (+9); Wis 18 (+12);
Con 16 (+11); Int 11 (+8); Cha 12 (+9)
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.