Orc NPCs [Level 24]
Orc Battle Cleric [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +17; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 37; Fortitude 38, Reflex 32, Will 38
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 damage, and one ally within 5 squares gains a +7 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] Haunting Strike (standard) ✦ Weapon
- +32 vs. AC; 4d10 + 16 damage. The next attack roll the orc cleric makes against the target gains a +2 power bonus.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +30 vs. AC; 3d10 + 16 damage. Miss: Half damage. Hit or Miss: The orc cleric and each ally within 5 squares
of the orc cleric regains hit points as if the orc cleric had each spent a healing surge.
- □ Purify (standard)
- Every effect that a save can end is removed from the orc cleric and each ally within 10 squares.
- ○○○ Healing Word (minor) ✦ Healing
- The orc cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +22, Religion +18
Str 25 (+19); Dex 13 (+13); Wis 21 (+17);
Con 16 (+15); Int 12 (+13); Cha 15 (+14)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Orc Devoted Cleric [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +18; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 37; Fortitude 34, Reflex 32, Will 39
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 12 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +27 vs. Reflex; 2d8 + 15 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.
- ○ [A] Healing Torch (standard) ✦ Healing, Radiant
- Area burst 5 within 10; targets enemies; +27 vs. Will; 3d8 + 15 radiant damage. Hit or Miss: The orc cleric and each
ally in the burst gain a +5 power bonus to AC until the end of the orc cleric’s next turn and can spend a healing surge. Add
+5 to the hit points regained.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +27 vs. Reflex; 5d10 + 15 fire damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of fire that lasts until the end of the orc cleric’s next turn. Enemies that start their turn in
this zone take 1d10 + 15 fire damage. Sustain Minor: The zone persists.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The orc cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains hit points
up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it can’t take
any actions. At the start of its next turn, it returns to an unoccupied space chosen by the orc cleric within 5 squares of
its previous location.
- ○○○ Healing Word (minor) ✦ Healing
- The orc cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +23, Religion +18
Str 17 (+15); Dex 13 (+13); Wis 23 (+18);
Con 16 (+15); Int 12 (+13); Cha 21 (+17)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Orc Greatweapon Fighter [Level 24 Soldier]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +14; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 40, Reflex 33, Will 33
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12). Miss: 7 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc fighter makes a basic melee attack and spends a healing surge.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +30 vs. AC; 4d12 + 22 damage (crit 70 + 3d12).
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +30 vs. AC; 3d12 + 16 damage (crit 52 + 3d12). Miss: Half damage. Hit or
Miss: Until the start of the orc fighter’s next turn, the orc fighter can make a secondary attack as a free action against
any enemy that starts its turn adjacent to the orc fighter. Secondary Attack: +30 vs. AC; 1d12 + 16 damage (crit 28
+ 3d12).
- □ No Surrender (no action) ✦ Healing
- When the orc fighter’s hit points drop to 0 or lower.
The orc fighter regains hit points up to one-half the orc fighter’s maximum hit points. However, the orc fighter takes a –2
penalty to attack rolls until the end of the encounter.
- 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 +24, Intimidate +18
Str 25 (+19); Dex 15 (+14); Wis 14 (+14);
Con 23 (+18); Int 12 (+13); Cha 13 (+13)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Orc Guardian Fighter [Level 24 Soldier]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +14; low-light
HP 217; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 40; Fortitude 40, Reflex 38, Will 33
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+31 vs. AC; 2d8 + 16 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] Fangs of Steel (standard) ✦ Weapon
- +31 vs. AC; 3d8 + 21 damage, and make a secondary attack against one creature adjacent to the primary target and within the
orc fighter’s melee reach. Secondary Attack: +31 vs. AC; 2d8 + 21 damage.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +31 vs. AC; 4d8 + 16 damage. Hit or Miss: Until the end of the encounter, the orc fighter can make a melee basic attack
against the target as a free action if the orc fighter is adjacent to it and it either shifts or attacks one of the orc fighter’s
allies.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The orc fighter gains an action point that the orc fighter must spend during the orc fighter’s current turn.
- 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 +19, Intimidate +18
Str 25 (+19); Dex 21 (+17); Wis 14 (+14);
Con 17 (+15); Int 12 (+13); Cha 13 (+13)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Orc Avenging Paladin [Level 24 Soldier]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +14; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 39; Fortitude 39, Reflex 33, Will 37
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +31 vs. AC; 2d10 + 16 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] Resounding Smite (standard) ✦ Thunder, Weapon
- +31 vs. AC; 3d10 + 16 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent
to the orc paladin other than the primary target. Secondary Attack: +31 vs. AC; 1d10 + 16 thunder damage, and the target
is knocked prone.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +31 vs. AC; 4d10 + 16 damage. Miss: Half damage. Hit or Miss: The orc paladin and allies adjacent to the orc
paladin gains a +1 power bonus to attack rolls until the end of the encounter.
- ● 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 14 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.
- □ Cleansing Burst (minor)
- The orc paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
- Running Charge
- When the orc paladin charges, add 2 to the orc paladin’s speed.
Skills Intimidate +22, Religion +18
Str 25 (+19); Dex 13 (+13); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 21 (+17)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Orc Protecting Paladin [Level 24 Soldier]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +14; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 41; Fortitude 38, Reflex 35, Will 38
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 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] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +27 vs. Will; 4d10 + 15 radiant damage, and the target is pulled 2 squares.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +27 vs. Reflex; 3d10 + 15 fire damage, and the target grants combat advantage to
the orc paladin and the orc paladin’s allies until the end of the orc paladin’s next turn. Miss: Half damage, and the
target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts until the end of the
orc paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 9 fire damage and grant combat
advantage to the orc paladin and the orc paladin’s allies. Sustain Minor: The zone persists.
- ● 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 15 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.
- □ United in Faith (minor) ✦ Healing
- The orc paladin and each ally within 5 squares can spend a healing surge.
- Running Charge
- When the orc paladin charges, add 2 to the orc paladin’s speed.
Skills Intimidate +23, Religion +18
Str 23 (+18); Dex 13 (+13); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 23 (+18)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Orc Archer Ranger [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +18; Senses Perception +19; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 40; Fortitude 38, Reflex 38, Will 33
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +30 vs. AC; 2d6 + 15 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +29 vs. AC; 2d10 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +30/+30 vs. AC; 2d8 + 9 damage (main)/2d6 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +29 vs. AC (twice); 2d10 + 9 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc ranger makes a basic melee attack and spends a healing surge.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +29 vs. Fortitude; 4d10 + 15 damage, and the target is pushed 4 squares.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +29 vs. AC; 2d10 + 15 damage per attack. If the first attack hits, the orc
ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Miss: Half damage per attack.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the orc ranger’s turn, enemies treat the orc ranger as invisible if the orc ranger has cover or concealment
from them. An enemy still knows the square occupied by the orc ranger if it saw the orc ranger in that square at any point
during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● 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 3d6 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 +19, Stealth +22
Str 23 (+18); Dex 23 (+18); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 13 (+13)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Orc Two-Blade Ranger [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +19; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 39; Fortitude 39, Reflex 37, Will 33
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +28 vs. AC; 2d10 + 14 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +31/+31 vs. AC; 2d8 + 9 damage (main)/2d8 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 9 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc ranger makes a basic melee attack and spends a healing surge.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Longsword (main): +31 vs. AC; 2d8 + 16 damage.
Longsword
(off hand): +31 vs. AC; 2d8 + 16 damage.
If one attack hits, the target takes a –2 penalty to attack rolls until
the end of the orc ranger’s next turn. If both attacks hit the same target, this penalty worsens to –4. Hit or Miss:
If any adjacent creature makes an attack against the orc ranger and misses before the start of the orc ranger’s next turn,
make a melee basic attack against it with both the orc ranger’s main weapon and the orc ranger’s off-hand weapon as an immediate
reaction.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +33 vs. AC; 2d8 + 16 damage.
Longsword (second attack; off hand): +33 vs. AC; 2d8 + 16 damage.
Longsword (third attack; main):
+33 vs. AC; 1d8 + 16 damage.
A target hit once is dazed until the end of the orc ranger’s next turn. A target hit twice
is stunned until the end of the orc ranger’s next turn. A target hit three times is weakened and stunned until the end of
the orc ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or weakened. Hit
or Miss: After the first attack and after the second attack, the orc ranger can shift 1 square.
- ● 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 3d6 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.
- □ Hit the Dirt (immediate interrupt)
- When the orc ranger is hit by an area attack or a close attack.
Shift 2 squares.
- 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 +15 hit points.
Skills Nature +19, Perception +19
Str 25 (+19); Dex 21 (+17); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 13 (+13)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Orc Brawny Rogue [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +18; Senses Perception +13; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 39; Fortitude 37, Reflex 39, Will 33
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +30 vs. AC; 2d6 + 15 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +30 vs. AC; 2d6 + 15 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +30 vs. Reflex; 2d6 + 15 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc rogue makes a basic melee attack and spends a healing surge.
- □ [M] Flying Foe (standard) ✦ Weapon
- +30 vs. Fortitude; 4d6 + 15 damage, and the orc rogue slides the target 6 squares. If an obstacle (including a creature) arrests
the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied before
it collided with the obstacle. Miss: The orc rogue slides the target 6 squares, and no damage from obstacles.
- ○ Dazzling Acrobatics (move)
- The orc rogue can shift twice the orc rogue’s speed. The orc rogue can climb at full speed as part of this move. If an enemy
attacks the orc rogue while the orc rogue shifts, the orc rogue gains a +4 bonus to AC against that attack.
- ○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
- When an ally damages a creature adjacent to the orc rogue.
Targets the creature the orc rogue’s ally damaged; +30 vs. AC; 2d6 + 15 damage.
- 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 5d6 damage.
Skills Acrobatics +23, Thievery +23
Str 23 (+18); Dex 23 (+18); Wis 13 (+13);
Con 16 (+15); Int 12 (+13); Cha 15 (+14)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Orc Trickster Rogue [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +18; Senses Perception +18; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 39; Fortitude 34, Reflex 39, Will 36
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +27 vs. AC; 2d6 + 12 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 2d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 2d6 + 15 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] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 4d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 4d6 + 15 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the orc rogue.
The orc rogue chooses the target of its attack.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +30 vs. Will; 5d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. Will; 5d6 + 15 damage.
Hit or Miss: Until the end of the orc rogue’s next turn, all of the target’s defenses against the orc rogue’s
attacks take a -5 penalty. Sustain Minor: Sustain the penalty for another round.
- □ Hide from the Light (minor)
- The orc rogue must already be hidden to use this power. The orc rogue is invisible until the end of the encounter or until
the orc rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic attack or
an at-will attack.
- 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 5d6 damage.
Skills Stealth +23, Thievery +23
Str 17 (+15); Dex 23 (+18); Wis 13 (+13);
Con 16 (+15); Int 12 (+13); Cha 21 (+17)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Orc Fey-Pact Warlock [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +14; low-light
HP 217; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 38; Fortitude 34, Reflex 37, Will 38
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 15 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 15 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] Thorns of Venom (standard) ✦ Poison
- Ranged 10; +27 vs. Fortitude; 3d8 + 15 poison damage, and the target is immobilized and takes a –6 penalty to AC and Reflex
defense until the end of the orc warlock’s next turn.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +27 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature
to attack the orc warlock since the orc warlock’s last turn. If no one attacked the orc warlock since the orc warlock’s last
turn or if the target is unable to attack, the target loses its standard action. Sustain Minor: When the orc warlock
sustains this power, the orc warlock can repeat the attack against the target. If the orc warlock misses, the orc warlock
can no longer sustain the power.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The orc warlock becomes invisible until the start of the orc warlock’s next turn and teleports 20 squares. The orc warlock
leaves behind an illusory image of the orc warlock that persists as long as the orc warlock is invisible. This image stands
in place, takes no actions, and uses the orc warlock’s defenses if it is attacked. If the illusion is touched or takes any
damage, it dissolves into a pile of dead leaves. If the orc warlock makes an attack, the orc warlock becomes visible. Sustain
Standard: The orc warlock remains invisible as long as the orc warlock doesn’t make an attack.
- ● 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 3d6 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 +22, Bluff +23
Str 14 (+14); Dex 13 (+13); Wis 14 (+14);
Con 17 (+15); Int 21 (+17); Cha 23 (+18)
Equipment leather armor, spear
-1 Level / +1 Level
Orc Infernal-Pact Warlock [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +13; low-light
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 38; Fortitude 38, Reflex 37, Will 34
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +28 vs. Reflex; 2d6 + 16 fire damage. If the orc warlock takes damage before the end of the orc warlock’s next
turn, the target takes an extra 2d6 + 16 fire damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc warlock makes a basic melee attack and spends a healing surge.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +28 vs. Reflex; 4d8 + 16 damage, and the target is pushed 8 squares.
- □ Minions of Malbolge (standard) ✦ Conjuration, Fire
- The orc warlock conjures flames in the shape of diabolic imps that appear at the orc warlock’s feet. The orc warlock gains
25 temporary hit points. Any enemy that enters a square adjacent to the orc warlock takes 2d10 fire damage and is pushed 3
squares. This effect applies once per creature per round. It ends when the orc warlock has no temporary hit points remaining.
- ● 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 3d6 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.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The orc warlock grows wings and gains a fly speed equal to the orc warlock’s speed until the end of the encounter or for 5
minutes.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The orc warlock gains 24 temporary hit points.
- Running Charge
- When the orc warlock charges, add 2 to the orc warlock’s speed.
Skills Arcana +22, Intimidate +19
Str 14 (+14); Dex 14 (+14); Wis 13 (+13);
Con 25 (+19); Int 21 (+17); Cha 15 (+14)
Equipment leather armor, mace
-1 Level / +1 Level
Orc Star-Pact Warlock [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +13; low-light
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 35; Fortitude 38, Reflex 34, Will 37
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +25 vs. AC; 2d6 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +28 vs. Fortitude; 2d6 + 16 radiant damage. If the target moves nearer to the orc warlock on its next turn, it
takes an extra 2d6 + 16 damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc warlock makes a basic melee attack and spends a healing surge.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +26 vs. Will; 4d10 + 14 damage, and the orc warlock can swap places with the target. After swapping places with
the target, the orc warlock can teleport 2 squares..
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +26 vs. Reflex; 4d10 + 14 necrotic damage, and the target disappears into a starry realm (save ends). While in
the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 9 necrotic damage at the start of its
turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied
space of its choice.
- ● 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 3d6 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.
- ○ Entropic Ward (minor)
- Until the end of the orc warlock’s next turn, anyone who attacks the orc warlock must roll two dice and take the lower result.
Each time an attack misses due to this effect, the orc warlock gains a cumulative +1 power bonus to the orc warlock’s next
attack roll.
- ● 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 +19, Insight +18
Str 14 (+14); Dex 14 (+14); Wis 13 (+13);
Con 25 (+19); Int 15 (+14); Cha 21 (+17)
Equipment leather armor, sickle
-1 Level / +1 Level
Orc Inspiring Warlord [Level 24 Soldier (Leader)]
Medium natural humanoid [XP 6050]
Initiative +15; Senses Perception +13; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 37; Fortitude 39, Reflex 33, Will 37
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +30 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +30 vs. Fortitude; 7 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 +5 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] Great Dragon War Cry (standard) ✦ Fear, Weapon
- +30 vs. AC; 3d10 + 16 damage, and the target is weakened until the end of the orc warlord’s next turn. Until the end of the
encounter, the orc warlord’s allies gain a +5 power bonus to their attack rolls against weakened enemies.
- □ [M] Victory Surge (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 damage. Until the start of the orc warlord’s next turn, every ally within 10 squares of the orc warlord
can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the orc warlord’s
next turn, one ally of the orc warlord’s choice within 10 squares of the orc warlord can follow up a standard action with
a basic attack made as a free action. Sustain Minor: Until the start of the orc warlord’s next turn, one ally of the
orc warlord’s choice within 10 squares of the orc warlord can follow up a standard action with a basic attack made as a free
action.
- □ Heart of the Titan (standard)
- The orc warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 5. Until
the target loses as many temporary hit points as he or she gained from this power, the target adds +5 to damage rolls and
can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○○○ Inspiring Word (minor) ✦ Healing
- The orc warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 17 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 +18, History +19
Str 25 (+19); Dex 13 (+13); Wis 12 (+13);
Con 16 (+15); Int 15 (+14); Cha 21 (+17)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Orc Tactical Warlord [Level 24 Soldier (Leader)]
Medium natural humanoid [XP 6050]
Initiative +15; Senses Perception +13; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 40; Fortitude 39, Reflex 37, Will 34
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 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] Sudden Assault (standard) ✦ Weapon
- +31 vs. AC; 1d8 + 16 damage, and an ally of the orc warlord’s choice within 5 squares of the orc warlord takes a standard
action. The orc warlord’s ally gains a +5 power bonus to attack rolls against targets adjacent to the orc warlord for attacks
made with this extra standard action.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +31 vs. AC; 4d8 + 16 damage. Hit or Miss: If the target attacks before the end of the orc warlord’s next turn, the
orc warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If the orc
warlord deals damage, the target takes a -5 penalty to its attack roll. Sustain Minor: The effect continues until the
end of the orc warlord’s next turn.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the orc warlord slides each target 5 squares.
- ○○○ Inspiring Word (minor) ✦ Healing
- The orc warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +5 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 +18, History +22
Str 25 (+19); Dex 13 (+13); Wis 12 (+13);
Con 16 (+15); Int 21 (+17); Cha 15 (+14)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Orc Control Wizard [Level 24 Artillery]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +17; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 37; Fortitude 34, Reflex 37, Will 38
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +27 vs. Fortitude; 2d6 + 15 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.
- ○ [A] Acid Storm (standard) ✦ Acid
- Area burst 4 within 10; +27 vs. Fortitude; 4d6 + 15 acid damage. Hit or Miss: The cloud blocks line of sight, providing
total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage.
The cloud lasts until the end of the orc wizard’s next turn, or the orc wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +27 vs. Reflex; 2d10 + 15 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of difficult terrain that lasts until the end of the orc wizard’s next turn. Sustain Minor:
When the orc wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized, and
deal 1d10 + 9 necrotic damage to creatures that are immobilized.
- □ Time Stop (minor)
- The orc wizard gains two extra standard actions, which the orc wizard can’t use to attack other creatures.
- ○ 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 -5 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 +23, Insight +22
Str 14 (+14); Dex 15 (+14); Wis 21 (+17);
Con 16 (+15); Int 23 (+18); Cha 13 (+13)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Orc War Wizard [Level 24 Artillery]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +14; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 37; Fortitude 34, Reflex 37, Will 35
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +27 vs. Reflex; 2d6 + 15 fire damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc wizard makes a basic melee attack and spends a healing surge.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +27 vs. Reflex; 4d6 + 15 lightning damage. Hit or Miss: Make a secondary attack against two creatures within
5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +27
vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +27 vs. Reflex; 1d6 + 15 lightning damage.
- □ [C] Acid Wave (standard) ✦ Acid
- Close blast 5; +27 vs. Reflex; 5d6 + 15 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (save ends).
- □ Mass Fly (standard)
- The orc wizard and each ally within 5 squares gain a speed of fly 8 until the end of the orc wizard’s next turn. Sustain
Minor: The orc wizard can sustain this power until the end of the encounter or for 5 minutes. If the orc wizard does not
sustain this power, all targets float to the ground without taking falling damage.
- ○ Wand of Accuracy (free)
- The orc wizard gains a +5 bonus to a single attack roll.
- Running Charge
- When the orc wizard charges, add 2 to the orc wizard’s speed.
Skills Arcana +23, History +23
Str 14 (+14); Dex 21 (+17); Wis 15 (+14);
Con 16 (+15); Int 23 (+18); Cha 13 (+13)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Orc Isolating Avenger [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +18; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 39; Fortitude 35, Reflex 37, Will 38
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 12 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 15 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] Phase Duel (standard) ✦ Weapon
- +30 vs. AC; 3d10 + 15 damage, and until the end of the orc avenger’s next turn, the orc avenger and the target are immobilized.
In addition, no other creature has line of sight or line of effect to either the target or the orc avenger, both of whom have
line of sight and line of effect only to each other. This effect ends if the immobilized condition ends on either the target
or the orc avenger before 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 +5 bonus to all defenses against the target’s attacks.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +27 vs. Will; 4d8 + 15 psychic damage, and the target is pulled 3 squares. At
the start of each of the orc avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage, and the
target is pulled 2 squares. At the start of the orc avenger’s next turn, the target is pulled 3 squares.
- ○ [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.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the orc avenger to 0 hit points or fewer and doesn’t kill you.
The orc avenger is dying but doesn’t fall unconscious. Until the end of the orc avenger’s next turn, the orc avenger doesn’t
take any damage after the triggering attack, and the orc avenger gains a +4 bonus to attack rolls. At the end of the orc avenger’s
next turn, the orc avenger falls unconscious if the orc avenger is still dying.
- 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 +5 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 +20, Religion +22
Str 17 (+15); Dex 13 (+13); Wis 23 (+18);
Con 16 (+15); Int 21 (+17); Cha 12 (+13)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Orc Pursuing Avenger [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +18; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 39; Fortitude 35, Reflex 37, Will 38
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 12 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +28 vs. AC; 2d8 + 14 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 15 damage, and if the target doesn’t end its next turn adjacent to the orc avenger, the orc avenger can
shift 6 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] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
- +30 vs. AC; 4d10 + 15 radiant damage, and if the target is not adjacent to the orc avenger at the start of the orc avenger’s
next turn, the orc avenger gains a +4 bonus to attack rolls against it until the end of that turn. During that turn, the orc
avenger can teleport to a space adjacent to the target as a move action, doing 10 radiant damage to the target.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +30 vs. AC; 5d10 + 15 damage. Miss: Half damage. The orc avenger gains a +5 power bonus to the orc avenger’s next damage
roll against the target before the end of the encounter, unless the orc avenger attacks another creature first.
- ○ [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.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the orc avenger gains phasing, and the orc avenger takes half damage from opportunity attacks.
- ○ [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 +11 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 +18, Stealth +22
Str 17 (+15); Dex 21 (+17); Wis 23 (+18);
Con 16 (+15); Int 13 (+13); Cha 12 (+13)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Orc Rageblood Barbarian [Level 24 Brute]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +18; low-light
HP 273; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 39; Fortitude 40, Reflex 36, Will 33
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+30 vs. AC; 2d12 + 3d8 + 16 damage (crit 64 + 3d12). 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] Fatal Strike (standard) ✦ Weapon
- +30 vs. AC; 4d12 + 22 damage (crit 70 + 3d12), and the target cannot regain hit points until the start of the orc barbarian’s
next turn.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +30 vs. AC; 4d12 + 16 damage (crit 64 + 3d12), and the target is dazed (save ends). Miss: Half damage. Hit or Miss:
The orc barbarian enters the rage of the hydra. Until the rage ends, once per round when the orc barbarian makes an attack
that misses, the orc barbarian can make a melee basic attack as a free action.
- ○ Swift Charge (free)
- When the orc barbarian’s attack reduces an enemy to 0 hit points.
The orc barbarian charges an enemy.
- □ Primal Vigor (immediate interrupt)
- When the orc barbarian is hit by an attack.
Until the end of the orc barbarian’s next turn, the orc barbarian gains resist 18 to all damage.
- 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 16 temporary hit points.
- Barbarian Agility
- While the orc barbarian is not wearing heavy armor, the orc barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +23, Perception +18
Str 25 (+19); Dex 14 (+14); Wis 13 (+13);
Con 23 (+18); Int 12 (+13); Cha 15 (+14)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Orc Thaneborn Barbarian [Level 24 Brute]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +18; low-light
HP 267; Bloodied 133
Healing Surges (+66 hp) ○○○
AC 39; Fortitude 40, Reflex 36, Will 36
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+30 vs. AC; 2d12 + 3d6 + 16 damage (crit 58 + 3d12). 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] Berserker’s Shout (standard) ✦ Fear, Weapon
- +30 vs. AC; 5d12 + 16 damage (crit 76 + 3d12), and each enemy adjacent to the orc barbarian takes a –5 penalty to attack rolls
until the end of the orc barbarian’s next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +30 vs. AC; 3d12 + 16 damage (crit 52 + 3d12), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit
or Miss: The orc barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn next
to the orc barbarian grants combat advantage to the orc barbarian and the orc barbarian’s allies until the end of its next
turn.
- □ Untouched (minor)
- The orc barbarian makes a saving throw against each effect on the orc barbarian that a save can end. The orc barbarian gains
a +3 bonus to each saving throw.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the orc barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the orc barbarian’s next turn.
- Running Charge
- When the orc barbarian charges, add 2 to the orc barbarian’s speed.
- Thaneborn Triumph
- Whenever the orc barbarian bloodies an enemy, the next attack by the orc barbarian or an ally against that enemy gains a +5
bonus to the attack roll.
- Barbarian Agility
- While the orc barbarian is not wearing heavy armor, the orc barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +23, Perception +18
Str 25 (+19); Dex 14 (+14); Wis 13 (+13);
Con 17 (+15); Int 12 (+13); Cha 21 (+17)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Orc Cunning Bard [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +18; low-light
HP 217; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 40; Fortitude 34, Reflex 38, Will 38
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 12 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 2d6 + 15 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] Echoes in Time (standard) ✦ Force, Teleportation
- Ranged 10; +27 vs. Reflex; 3d8 + 15 force damage. Each ally within 10 squares of the orc bard, as the last action of his or
her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of the orc
bard’s next turn, an ally who teleports using this power also gains a +5 power bonus to all defenses.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +27 vs. Reflex; 3d8 + 15 radiant damage. Miss: Half damage. Hit or Miss:
The orc bard and each ally within 10 squares of the orc bard can shift 5 squares as a free action.
- ○○○ Majestic Word (minor) ✦ Healing
- The orc bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 6 hit points. This power
can only be used once per round. The orc bard can also slide the target 1 square.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- 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 10 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 +22, Bluff +23
Str 16 (+15); Dex 13 (+13); Wis 12 (+13);
Con 17 (+15); Int 21 (+17); Cha 23 (+18)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Orc Valorous Bard [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +13; Senses Perception +18; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 37, Reflex 35, Will 38
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 12 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 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] Weal and Woe (standard) ✦ Weapon
- +30 vs. AC; 3d8 + 15 damage, and one ally adjacent to the target makes a saving throw with a +5 power bonus and gains a +6
power bonus to his or her next attack roll against the target.
- □ Increasing the Tempo (standard)
- One ally within 10 squares target makes four basic attacks as a free action.
- ○○○ Majestic Word (minor) ✦ Healing
- The orc bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 6 hit points. This power
can only be used once per round. The orc bard can also slide the target 1 square.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the orc bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- 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 11 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 +19, Athletics +19
Str 16 (+15); Dex 13 (+13); Wis 12 (+13);
Con 23 (+18); Int 15 (+14); Cha 23 (+18)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Orc Guardian Druid [Level 24 Controller]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +18; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 37, Reflex 34, Will 38
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +26 vs. AC; 4d4 + 12 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +27 vs. Reflex; 2d8 + 15 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; +27 vs. Fortitude; 2d6 + 9 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.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +27 vs. Reflex; 2d6 + 15 lightning damage, and the target is slowed until the end of the orc druid’s
next turn. Hit or Miss: Until the end of the orc druid’s next turn, any creature that enters the area of the burst
or starts its turn there takes 5 lightning damage.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +27 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 15 damage. Miss: 1d6 + 15 damage, and the target is immobilized until the end of the orc druid’s next turn.
- □ Unyielding Roots (standard) ✦ Healing
- The orc druid and each ally with 5 squares grows revitalizing roots. Until the end of the orc druid’s next turn, each target
can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn, he or she
regains 6 hit points. Sustain Minor: The effect persists.
- ● Wild Shape (minor) ✦ Polymorph
- The orc druid changes from the orc druid’s humanoid form to beast form or vice versa. When the orc druid changes from beast
form back to the orc druid’s humanoid form, the orc druid shifts 1 square. While the orc druid is in beast form, the orc druid
can’t use attack, utility, or feat powers that lack the beast form keyword, although the orc druid can sustain such powers.
The orc druid can use this power once per round.
- 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 +23, Nature +23
Str 16 (+15); Dex 15 (+14); Wis 23 (+18);
Con 23 (+18); Int 13 (+13); Cha 12 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Orc Predator Druid [Level 24 Controller]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +23; low-light
HP 217; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 39; Fortitude 34, Reflex 37, Will 38
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +26 vs. AC; 4d4 + 12 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +27 vs. Reflex; 2d8 + 15 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; +27 vs. Reflex; 2d6 + 9 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 6 fire damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc druid makes a basic melee attack and spends a healing surge.
- ○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
- Close blast 5; targets enemies; +27 vs. Will; 2d8 + 15 psychic damage, and the target is knocked prone and deafened until
the end of the orc druid’s next turn.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +27 vs. Fortitude; 3d10 + 15 damage, and the orc druid grabs the target. Until the grab ends, the target takes 10 damage at
the start of the orc druid’s turn. Miss: Half damage, and the orc druid grabs the target. Hit or Miss: Until
the end of the encounter, while the orc druid is in beast form, the orc druid gains a +2 bonus to AC and Fortitude.
- ● 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.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the orc druid uses wild shape to change into beast form, the orc druid becomes insubstantial
and gain phasing until the end of the orc druid’s turn.
- 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 +23, Perception +23
Str 16 (+15); Dex 21 (+17); Wis 23 (+18);
Con 17 (+15); Int 13 (+13); Cha 12 (+13)
Equipment hide armor, scythe
-1 Level / +1 Level
Orc Preserving Invoker [Level 24 Artillery]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +18; low-light
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 39; Fortitude 35, Reflex 37, Will 38
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +27 vs. Reflex; 2d8 + 15 radiant damage, and the orc invoker slides the target 1 square. The orc invoker can use
this power as a ranged basic attack.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc invoker makes a basic melee attack and spends a healing surge.
- ○ [R] Word of Rebuke (standard)
- Ranged 10; +27 vs. Will; 5d6 + 15 damage, and the target is dazed until the end of the orc invoker’s next turn. Until the
end of the orc invoker’s next turn, the target also takes a -5 penalty to attack rolls.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +27 vs. Will; 5d6 + 15 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10
damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
- □ Covenant of Vengeance (minor)
- Choose either the orc invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the orc invoker and the orc invoker’s allies gain
a +4 power bonus to attack rolls against that creature until the end of the orc invoker’s next turn.
- ○ 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 +5 bonus to the orc invoker’s next attack roll against the triggering enemy if that attack occurs
before the end of the orc invoker’s next turn.
- Running Charge
- When the orc invoker charges, add 2 to the orc invoker’s speed.
- Covenant of Preservation
- When the orc invoker uses a divine encounter or daily attack power on the orc invoker’s turn, the orc invoker can slide an
ally within 10 squares of the orc invoker 1 square.
Skills Arcana +22, Religion +22
Str 14 (+14); Dex 14 (+14); Wis 23 (+18);
Con 17 (+15); Int 21 (+17); Cha 13 (+13)
Equipment hide armor, morningstar
-1 Level / +1 Level
Orc Wrathful Invoker [Level 24 Artillery]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +18; low-light
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○○
AC 37; Fortitude 38, Reflex 34, Will 38
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +27 vs. Fortitude; 2d10 + 15 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +6 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] Vindicating Flames (standard) ✦ Fire
- Area burst 2 within 10; +27 vs. Reflex; 2d6 + 15 fire damage, and if the target moves before the end of the orc invoker’s
next turn, it takes 16 fire damage.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +27 vs. Fortitude; 7d6 + 15 damage, and the orc invoker slides the target 5 squares and knock it prone.
Miss: Half damage, and the orc invoker slides the target 3 squares and knock it prone.
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [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 2d6+6 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 +22, Religion +19
Str 14 (+14); Dex 14 (+14); Wis 23 (+18);
Con 23 (+18); Int 15 (+14); Cha 13 (+13)
Equipment chainmail, morningstar
-1 Level / +1 Level
Orc Bear Shaman [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +23; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 35; Fortitude 38, Reflex 33, Will 38
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +25 vs. AC; 2d10 + 11 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Will; 2d8 + 15 damage, and each ally adjacent to the orc shaman’s spirit companion gains 6 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 Primal Protector (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Reflex; 2d10 + 15 damage. Until the end of the orc shaman’s next turn, any ally takes half damage
from any source while adjacent to the orc shaman’s spirit companion. Each ally adjacent to the orc shaman’s spirit companion
gains 6 temporary hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +27 vs. Fortitude; 2d10 + 15 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage,
and the target is pushed 1 square. Hit or Miss: The orc shaman conjures a bear spirit in an unoccupied square adjacent
to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move through
its space, but allies can. As a move action, the orc shaman can move the spirit 5 squares.
The spirit can flank enemies
with the orc shaman and the orc shaman’s allies, and it can make opportunity attacks against the orc shaman’s enemies: +27
vs. Reflex; 2d10 + 15 damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The orc shaman conjures the orc shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the orc shaman falls unconscious or until the orc shaman dismisses it as a minor action. The spirit occupies 1 square. Enemies
cannot move through its space, but allies can. When the orc shaman takes a move action, the orc shaman can also move the spirit
a number of squares equal to the orc shaman’s speed.
The spirit can be targeted by melee or ranged attacks, although
it lacks hit points. If a single melee or ranged attack deals 22 damage to the spirit, the spirit disappears, and the orc
shaman takes 17 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 5d6 hit points. This power can only be used once per round.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the orc shaman and the orc shaman’s allies are insubstantial.
- ● [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; +27 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the orc shaman’s spirit
companion regains 6 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 6 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 +23, Perception +23
Str 15 (+14); Dex 14 (+14); Wis 23 (+18);
Con 23 (+18); Int 15 (+14); Cha 12 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Orc Panther Shaman [Level 24 Controller (Leader)]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +23; low-light
HP 217; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 38; Fortitude 35, Reflex 36, Will 38
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +25 vs. AC; 2d10 + 11 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Fortitude; 2d10 + 15 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 Relentless Hunter (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Fortitude; 4d6 + 15 damage. Until the end of the orc shaman’s next turn, when any ally adjacent to
the orc shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 5 damage.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +27 vs. Reflex; 4d8 + 15 damage. Miss: Half damage. Hit or Miss: Until the end of the orc shaman’s
next turn, the orc shaman and the orc shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls against
the target. As a free action before the orc shaman’s next turn, each ally within 20 squares of the target can make a saving
throw and shift 3 squares as the first action of his or her turn.
- □ Call the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this encounter.
- ● 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 22 damage to the spirit, the spirit disappears, and the orc
shaman takes 17 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 5d6 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; +27 vs. Reflex; 2d10 + 15 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 +5 bonus to damage rolls against bloodied enemies.
Skills Nature +23, Perception +23
Str 15 (+14); Dex 14 (+14); Wis 23 (+18);
Con 17 (+15); Int 21 (+17); Cha 12 (+13)
Equipment leather armor, longspear
-1 Level / +1 Level
Orc Chaos Sorcerer [Level 24 Artillery]
Medium natural humanoid [XP 6050]
Initiative +17; Senses Perception +13; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 36; Fortitude 34, Reflex 36, Will 39
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d4 + 14 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +27 vs. Will; 2d10 + 24 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:
+27 vs. Will; 1d6 + 18 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] Plates of Ice (standard) ✦ Cold
- Ranged 20; +27 vs. Fortitude; 4d6 + 24 cold damage, and the target is weakened until the end of the orc sorcerer’s next turn.
If the orc sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 + 18 cold damage.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +27 vs. Reflex; 6d6 + 24 lightning damage. If the orc sorcerer rolled an even number
on the attack roll, the target is immobilized (save ends). If the orc sorcerer rolled an odd number on the attack roll, the
target is dazed (save ends). Miss: Half damage.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the orc sorcerer’s next turn, the orc sorcerer becomes insubstantial, the orc sorcerer gains a fly speed
equal to the orc sorcerer’s speed, and the orc sorcerer can hover.
- Running Charge
- When the orc sorcerer charges, add 2 to the orc sorcerer’s speed.
- Chaos Power
- The orc sorcerer gains a +9 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 +18, Bluff +23
Str 17 (+15); Dex 21 (+17); Wis 12 (+13);
Con 16 (+15); Int 13 (+13); Cha 23 (+18)
Equipment cloth armor, dagger
-1 Level / +1 Level
Orc Dragon Sorcerer [Level 24 Skirmisher]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +13; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 37; Fortitude 37, Reflex 33, Will 39
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +27 vs. Reflex; 2d8 + 25 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 6 fire damage.
- ○ [M] Warrior’s Surge (standard) ✦ Healing, Weapon
- The orc sorcerer makes a basic melee attack and spends a healing surge.
- ○ [C] Black Breath (standard) ✦ Acid
- Close blast 3; +27 vs. Reflex; 5d6 + 25 acid damage. Until the end of the orc sorcerer’s next turn, the target doesn’t have
line of sight to any creature more than 3 squares away from it.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +27 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing
10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the orc sorcerer slides
the target 6 squares.
- □ Platinum Scales (immediate interrupt)
- When the orc sorcerer is hit by an attack.
Until the end of the encounter, the orc sorcerer gains a +6 power bonus to all defenses.
- Running Charge
- When the orc sorcerer charges, add 2 to the orc sorcerer’s speed.
- Draconic Power
- The orc sorcerer gains a +10 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 +18, Athletics +23
Str 23 (+18); Dex 15 (+14); Wis 12 (+13);
Con 16 (+15); Int 13 (+13); Cha 23 (+18)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Orc Earth Warden [Level 24 Brute]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +19; low-light
HP 273; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 42; Fortitude 39, Reflex 35, Will 34
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 16 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.
- ○ [C] Nature’s Ally (standard) ✦ Weapon
- Close burst 3; targets one creature in burst; +30 vs. Reflex; the orc warden pulls the target 2 squares to a space that must
be adjacent to the orc warden. Make a secondary attack against the target. Secondary Attack: +32 vs. AC; 3d10 + 16
damage. Special: If either attack hits, the target is also slowed until the start of the orc warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +30 vs. AC; 4d10 + 16 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized
instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss:
Half damage, and the target is slowed until the end of the orc warden’s next turn. Hit or Miss: Each enemy within 3
squares of the orc warden, other than the target, is slowed until the end of the orc warden’s next turn.
- □ Panacea (minor)
- The orc warden makes a saving throw with a +4 power bonus. The orc warden also gains a +4 power bonus to saving throws until
the end of the encounter.
- ● [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 +6 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 +21, Perception +19
Str 25 (+19); Dex 14 (+14); Wis 15 (+14);
Con 23 (+18); Int 12 (+13); Cha 13 (+13)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Orc Wild Warden [Level 24 Brute]
Medium natural humanoid [XP 6050]
Initiative +14; Senses Perception +22; low-light
HP 267; Bloodied 133
Healing Surges (+66 hp) ○○○
AC 39; Fortitude 39, Reflex 33, Will 37
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +30 vs. AC; 2d12 + 16 damage (crit 40 + 3d12), 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] Startling Savagery (standard) ✦ Weapon
- +30 vs. AC; 3d12 + 16 damage (crit 52 + 3d12), and the target is dazed until the end of the orc warden’s next turn. Until
the end of the orc warden’s next turn, the orc warden gains a +5 power bonus to attack rolls.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the orc warden shifts 1 square. +30 vs. AC; 3d12 + 16 damage (crit 52 + 3d12), and ongoing 10
damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- □ Renewal (minor) ✦ Healing
- The orc warden spends a healing surge. In addition, the orc warden regains the use of an encounter attack power the orc warden
has already used during this encounter.
- ● [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; +30 vs. Fortitude; 2d12 + 16 damage (crit 40 + 3d12), 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 -5 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 +23, Perception +22
Str 25 (+19); Dex 14 (+14); Wis 21 (+17);
Con 17 (+15); Int 12 (+13); Cha 13 (+13)
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.