Orc NPCs [Level 25]
Orc Battle Cleric [Level 25 Controller (Leader)]
Medium natural humanoid [XP 7000]
Initiative +13; Senses Perception +17; low-light
HP 224; Bloodied 112
Healing Surges (+56 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] Nimbus of Doom (standard) ✦ Radiant, Weapon
- +30 vs. AC; 6d10 + 16 radiant damage. Hit or Miss: The target takes a –2 penalty to all defenses (save ends).
- □ 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 25 Controller (Leader)]
Medium natural humanoid [XP 7000]
Initiative +13; Senses Perception +18; low-light
HP 224; Bloodied 112
Healing Surges (+56 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.
- □ [C] Sacred Word (standard) ✦ Psychic
- Close burst 5; targets enemies; +27 vs. Fortitude; 4d10 + 15 psychic damage, and the target is stunned until the end of the
orc cleric’s next turn. Miss: Half damage, and the target is not stunned.
- □ 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 25 Soldier]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +14; low-light
HP 231; Bloodied 115
Healing Surges (+57 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).
- □ [M] Reign of Terror (standard) ✦ Reliable, Weapon
- +30 vs. AC; 6d12 + 16 damage (crit 88 + 3d12), and all of the orc fighter’s enemies that the orc fighter can see are marked
until the end of the orc fighter’s next turn. Miss: The power is not expended.
- □ 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 25 Soldier]
Medium natural humanoid [XP 7000]
Initiative +17; Senses Perception +14; low-light
HP 225; Bloodied 112
Healing Surges (+56 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.
- □ 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.
- □ Reaper’s Stance (minor) ✦ Stance, Weapon
- Whenever the orc fighter uses a fighter power, the orc fighter can score a critical hit on a roll of 19–20, and the orc fighter
gains a +5 power bonus to damage rolls. Any enemy that starts its turn adjacent to the orc fighter takes 1d8 + 9 damage damage
and ongoing 10 damage (save ends), 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.
- 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 25 Soldier]
Medium natural humanoid [XP 7000]
Initiative +13; Senses Perception +14; low-light
HP 224; Bloodied 112
Healing Surges (+56 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] Exalted Retribution (standard) ✦ Weapon
- +31 vs. AC; 4d10 + 16 damage. Miss: Half damage. Hit or Miss: The target provokes an opportunity attack from
the orc paladin when it attacks (save ends). The orc paladin gains a +2 bonus to the opportunity attack roll and deals an
extra 1d10 damage.
- ● Divine Challenge (minor) ✦ Radiant
- The orc paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the orc paladin
as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack, it
takes 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 25 Soldier]
Medium natural humanoid [XP 7000]
Initiative +13; Senses Perception +14; low-light
HP 224; Bloodied 112
Healing Surges (+56 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.
- □ [C] To the Nine Hells with You (standard) ✦ Fire
- Close burst 5; targets enemies; +27 vs. Will; 6d6 + 15 damage Miss: Half damage. Hit or Miss: The target suffers
ongoing 10 fire damage (save ends). The target is marked until the end of the orc paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The orc paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the orc paladin
as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack, it
takes 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 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +18; Senses Perception +19; low-light
HP 224; Bloodied 112
Healing Surges (+56 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.
- □ [C] Unstoppable Arrows (standard) ✦ Weapon
- Close blast 5; targets enemies; +29 vs. AC; 3d10 + 15 damage. Miss: Half damage.
- □ 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 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +17; Senses Perception +19; low-light
HP 239; Bloodied 119
Healing Surges (+59 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/R] Bloodstorm (standard) ✦ Weapon
- Two attacks on one creature.
Longsword/Longsword: +31/+31 vs. AC; 2d8 + 16 damage (main)/2d8 + 16 damage (off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 14 damage.
Miss: Half damage per attack. Hit
or Miss: After making these attacks, the orc ranger can shift 2 squares.
- ● 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 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +18; Senses Perception +13; low-light
HP 224; Bloodied 112
Healing Surges (+56 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] Ghost on the Wind (standard) ✦ Weapon
- +30 vs. Will; 6d6 + 15 damage, and the orc rogue becomes invisible. The orc rogue shifts into any square adjacent to the target
and reappear at the start of the orc rogue’s next turn. The orc rogue has combat advantage against the target until the end
of the orc rogue’s next turn. Miss: Half damage, the orc rogue can shift 1 square to another square adjacent to the
target, and the orc rogue has combat advantage against the target until the end of the orc rogue’s next turn.
- ○ 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 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +18; Senses Perception +18; low-light
HP 224; Bloodied 112
Healing Surges (+56 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] Hamstring (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 4d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 4d6 + 15 damage.
Hit: The target takes ongoing 10 damage and is slowed (save ends both). Miss: Half damage, and the target
takes ongoing 5 damage and is slowed (save ends both).
- □ 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 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +13; Senses Perception +14; low-light
HP 225; Bloodied 112
Healing Surges (+56 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] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
- Ranged 5; +27 vs. Will; 4d10 + 15 psychic damage. Until the end of the encounter, every time the orc warlock takes damage,
the orc warlock makes a +27 vs. Will attack against the target; if the attack hits, the orc warlock takes half damage and
the target takes the other half. Hit or Miss: Until the end of the encounter, whenever the orc warlock is adjacent
to the target, the images of the orc warlock both begin to flow together, such that anyone who attacks one has a 50% chance
of accidentally hitting the other instead.
- □ 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 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +13; low-light
HP 233; Bloodied 116
Healing Surges (+58 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.
- □ [R] Tartarean Tomb (standard)
- Ranged 10; +28 vs. Reflex; 5d10 + 16 damage, and the target is entombed (save ends). An entombed target is immobilized and
lacks line of sight and line of effect to any space other than its own. All creatures other than the orc warlock cannot gain
line of sight or line of effect to the target. Miss: Half damage, and the target 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 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 25 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 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +13; low-light
HP 233; Bloodied 116
Healing Surges (+58 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] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
- Ranged 10; +28 vs. Will; 5d10 + 16 fire and psychic damage, and the target is stunned until the end of the orc warlock’s next
turn. Miss: Half damage, and the target is dazed until the end of the orc warlock’s next turn.
- ● Warlock’s Curse (minor)
- The orc warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the orc
warlock can deal an extra 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 25 Soldier (Leader)]
Medium natural humanoid [XP 7000]
Initiative +15; Senses Perception +13; low-light
HP 224; Bloodied 112
Healing Surges (+56 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] White Raven’s Call (standard) ✦ Weapon
- +30 vs. AC; 6d10 + 16 damage, and the orc warlord and all of the orc warlord’s allies within 10 squares of the orc warlord
makes saving throws against any single effect that a save can end. Miss: Each of the orc warlord’s allies within 10
squares of the orc warlord makes a saving throw against any effect that the target caused and that a save can end.
- □ 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 25 Soldier (Leader)]
Medium natural humanoid [XP 7000]
Initiative +15; Senses Perception +13; low-light
HP 224; Bloodied 112
Healing Surges (+56 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.
- □ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
- Must be wielding a heavy thrown weapon.
Ranged 10/20; +30 vs. AC; 6d6 + 16 damage. Until the end of the encounter, the orc warlord’s allies add +5 to attack rolls
and damage rolls when making ranged attacks against the target. Miss: Each ally makes a ranged basic attack against
the target as a free action, with a +5 bonus to the attack roll and the damage.
- □ 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 25 Artillery]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +17; low-light
HP 172; Bloodied 86
Healing Surges (+43 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] Necrotic Web (standard) ✦ Necrotic, Zone
- Area burst 3 within 20; +27 vs. Reflex; 4d6 + 15 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature
in the web at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the web is immobilized (save
ends).
- □ 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 25 Artillery]
Medium natural humanoid [XP 7000]
Initiative +17; Senses Perception +14; low-light
HP 172; Bloodied 86
Healing Surges (+43 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] Prismatic Spray (standard) ✦ Fear, Fire, Poison
- Close burst 5; targets enemies; +27 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 3d6 + 15 poison
damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 15 fire damage, and ongoing 15 fire damage
(save ends).
Will: The target is stunned (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.
- □ 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 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +13; Senses Perception +18; low-light
HP 224; Bloodied 112
Healing Surges (+56 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.
- □ [M] Aspect of Death (standard) ✦ Weapon
- +30 vs. Fortitude; 6d10 + 15 damage, and the target takes 10 damage at the start of its turn if the orc avenger is within
5 squares of it (save ends). Miss: Half damage, and the target takes 5 damage at the start of its turn if the orc avenger
is within 5 squares of it (save ends).
- ○ [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 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +17; Senses Perception +18; low-light
HP 224; Bloodied 112
Healing Surges (+56 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.
- □ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
- Ranged 20; +27 vs. Will; 6d8 + 15 psychic damage. Miss: Half damage. Hit or Miss: The target suffers a bond
of destiny (save ends). Until the bond ends, the orc avenger can teleport to a space adjacent to the target as a minor action.
The orc avenger doesn’t need line of sight to the destination space. Aftereffect: The orc avenger can teleport to a
space adjacent to the target as a free action once. The orc avenger doesn’t need line of sight to the destination space.
- ○ [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 25 Brute]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +18; low-light
HP 283; Bloodied 141
Healing Surges (+70 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] Ash Hammer Rage (standard) ✦ Rage, Weapon
- +30 vs. AC; 7d12 + 16 damage (crit 100 + 3d12), and the target is pushed 6 squares. Miss: Half damage, and the target
is pushed 1 square. Hit or Miss: The orc barbarian enters the rage of the ash hammer. Until the rage ends, whenever
the orc barbarian hits with an attack, the orc barbarian gains 12 temporary hit points. If that attack already grants temporary
hit points to the orc barbarian, add +2 to the number of temporary hit points the orc barbarian gains.
- ○ 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 25 Brute]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +18; low-light
HP 277; Bloodied 138
Healing Surges (+69 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] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
- +30 vs. AC; 7d12 + 16 thunder damage (crit 100 + 3d12), and the orc barbarian knocks the target prone. Miss: Half damage.
Hit or Miss: The orc barbarian enters the rage of the stone tempest. Until the rage ends, the orc barbarian can score
a critical hit on a roll of 18–20.
- □ 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 25 Controller (Leader)]
Medium natural humanoid [XP 7000]
Initiative +13; Senses Perception +18; low-light
HP 225; Bloodied 112
Healing Surges (+56 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.
- □ [C] Frenzied Rhythm (standard) ✦ Charm
- Close burst 5; targets enemies; +27 vs. Will; the orc bard slides the target 5 squares, the target makes a basic attack as
a free action against a creature of the orc bard’s choice, and the target is then stunned until the end of the orc bard’s
next turn. Miss: The target is dazed until the end of the orc bard’s next turn.
- ○○○ 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 25 Controller (Leader)]
Medium natural humanoid [XP 7000]
Initiative +13; Senses Perception +18; low-light
HP 231; Bloodied 115
Healing Surges (+57 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.
- □ [R] Adversarial Song (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 3d10 + 15 psychic damage. Miss: Half damage. Hit or Miss: Choose an ally within 10
squares of the orc bard. The target deals half damage to any of the orc bard’s allies except the chosen ally (save ends).
In addition, that ally deals 1d10 extra damage on a hit against the target until the end of the encounter.
- ○○○ 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 25 Controller]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +18; low-light
HP 231; Bloodied 115
Healing Surges (+57 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] Primal Storm (standard) ✦ Fire, Lightning, Zone
- Area burst 4 within 20; targets enemies; +27 vs. Fortitude; 4d6 + 15 fire and lightning damage, and the primary target is
knocked prone. Miss: Half damage. Hit or Miss: The burst creates a zone of raging wind that lasts until the
end of the orc druid’s next turn. While the zone persists, the orc druid can make the following secondary attack, using a
square within the zone as the attack’s origin square. Secondary attack: Close burst 1; +27 vs. Reflex; the target cannot
stand up during its current turn. Triggered when a prone enemy within the zone stands up. Sustain Minor: The zone persists.
- □ 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 25 Controller]
Medium natural humanoid [XP 7000]
Initiative +17; Senses Perception +23; low-light
HP 225; Bloodied 112
Healing Surges (+56 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.
- □ [C] Primal Tiger (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +27 vs. Reflex; 6d6 + 15 damage. If the attack hits at least once, the orc druid shifts
5 squares. Hit or Miss: Until the end of the encounter, while the orc druid is in beast form the orc druid can make
a melee basic attack as an opportunity action against any enemy that enters a square adjacent to the orc druid.
- ● 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 25 Artillery]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +18; low-light
HP 173; Bloodied 86
Healing Surges (+43 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.
- □ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
- Close burst 10; targets enemies; +27 vs. Will; 6d6 + 15 radiant damage. Miss: Half damage. Hit or Miss: Each
ally in the burst can spend a healing surge.
- □ 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 25 Artillery]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +18; low-light
HP 179; Bloodied 89
Healing Surges (+44 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] Racking Invocation of Pain (standard)
- Area burst 2 within 20; +27 vs. Fortitude; 4d8 + 15 damage, and the target is dazed and takes 10 extra damage whenever it
is hit by a melee attack (save ends both). Miss: Half damage, and the target is dazed (save ends).
- □ 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 25 Controller (Leader)]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +23; low-light
HP 231; Bloodied 115
Healing Surges (+57 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.
- □ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
- Close blast 5; targets enemies; +27 vs. Reflex; 3d6 + 15 lightning damage, and the orc shaman teleports the target 10 squares.
Miss: Half damage, and the orc shaman teleports the target 5 squares. Hit or Miss: The orc shaman teleports
each ally in the blast 10 squares.
- ● 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 25 Controller (Leader)]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +23; low-light
HP 225; Bloodied 112
Healing Surges (+56 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] Spirit of the Laughing Wanderer (standard) ✦ Psychic
- Ranged 10; +27 vs. Will; 3d10 + 15 psychic damage, and the target is stunned (save ends). Aftereffect: The enemy nearest
to the target is stunned (save ends). Miss: Half damage, and the target is dazed and slowed (save ends both). Aftereffect:
The enemy nearest to the target is dazed and slowed (save ends both).
- □ 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 25 Artillery]
Medium natural humanoid [XP 7000]
Initiative +17; Senses Perception +13; low-light
HP 172; Bloodied 86
Healing Surges (+43 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] Words of Chaos (standard) ✦ Charm, Psychic
- Ranged 10; +27 vs. Will; 4d12 + 24 psychic damage. Hit or Miss: When the target makes an attack roll for a melee or
a ranged attack, the orc sorcerer can make a secondary attack against the target if it is within 10 squares of the orc sorcerer
(save ends): +27 vs. Will; the target must choose a different creature to target with its attack if it can. Otherwise, its
attack is unaffected by this secondary attack. If the orc sorcerer rolled an even number on the secondary attack roll, the
orc sorcerer chooses the creature that the target attacks.
- ○ 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 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +13; low-light
HP 224; Bloodied 112
Healing Surges (+56 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.
- □ [C] Draconic Incarnation (standard)
- Close blast 5; +27 vs. Reflex; 7d6 + 25 damage. Choose a damage type: acid, cold, fire, lightning, poison, or thunder. The
attack deals damage of this type to each target. Miss: Half damage. Hit or Miss: Until the end of the encounter,
once during each of the orc sorcerer’s turns, the orc sorcerer can slide one enemy within 3 squares of the orc sorcerer 2
squares as a free action.
- □ 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 25 Brute]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +19; low-light
HP 283; Bloodied 141
Healing Surges (+70 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.
- □ 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.
- □ Form of the Jungle Lord (minor) ✦ Polymorph
- The orc warden assumes the guardian form of the jungle lord until the end of the encounter. While the orc warden is in this
form, the orc warden gains a climb speed equal to the orc warden’s speed and a +2 bonus to Reflex. In addition, whenever the
orc warden hits a target with a melee attack, the orc warden slides the target 2 squares. If that attack already pulls, pushes,
or slides the target, the orc warden slides the target 2 squares after that forced movement. 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:
+30 vs. AC; 4d10 + 16 damage, and the orc warden slides the target 1 square. Miss: Half damage.
- ● [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 25 Brute]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +22; low-light
HP 277; Bloodied 138
Healing Surges (+69 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.
- □ 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.
- □ Form of the Blood Wolf (minor) ✦ Polymorph
- The orc warden assumes the guardian form of the blood wolf until the end of the encounter. While the orc warden is in this
form, the orc warden gains a +2 bonus to speed and a +4 bonus to damage rolls for melee attacks against bloodied targets.
In addition, if the orc warden has combat advantage against a target that the orc warden hits with a melee attack, the orc
warden can knock that target prone. 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: +30 vs. AC; 5d12 + 16 damage (crit 76 + 3d12),
and the target grants combat advantage to the orc warden (save ends). Miss: Half damage, and the target grants combat
advantage to the orc warden until the end of the orc warden’s next turn.
- ● [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.