DireOrc: == Dire Orc, 1st Level Warrior == Large Humanoid (Orc) || Hit Dice|| 3d8+12 || || Initiative|| . . .

Dire Orc, 1st Level Warrior

Large Humanoid (Orc)

Hit Dice 3d8+12
Initiative +0
Speed 30ft
Armor Class 16 (-1 size, +4 Natural, +3 Studded leather armor), touch 12, flat-footed 16
Base Attack +2
Attack Large Falchion +11 melee (2d6+9/18-20)
Space/Reach 10ft
Special Attacks
Special Qaulities Darkvision 60ft, light sensitivity
Saves Fort +6, Ref +0, Will -2
Abilities STR 29, DEX 11, CON 18, INT 8, WIS 7, CHA 6
Skills Listen +1, Spot +1
Feats Alertness
Environment Temperate hills
Organization Solitary, Gang (2-4) or as a part of an Orc warband
Challenge Rating 3
Treasure Standard
Alignment Usually chaotic evil
Advancement 4-5HD (Large), or by character class

This was created using the standard Monster Manual Orc and applying the Dire template from Tome of Horrors. Adjust to suit.

Dire Orcs are a human army’s worst nightmare – a throwback to a wilder, much more primitive age when might and raw physical prowess ruled. A Dire Orc towers over it’s peers bellowing threats and taunts at it’s enemies. Don’t be fooled by their size however – Dire Orcs are no less cunning than their smaller brethren, though their size means they are more likely to be overcondifent rather than cowardly.

They stand a good 10’ tall even when hunched over, bony ridges jutting at awkward angles from their forehead, shoulders, back and legs. Their hollowed lower tusks are prized as dwarven drinking vessels.

Thankfully, Dire Orcs are born rather than made – perhaps one Orc in 1,000 will show the abnormal growth trait that creates a Dire Orc.

Light Sensitivity (Ex): Dire orcs are dazzled in bright sunlight or within the radius of a daylight spell.

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