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Orc

Grotesque humanoids bent on war and domination

humanoid goblinoid subterranean chaotic nocturnal tribal lawful-evil

Basic Fantasy Role-Playing Game

BFRPG

Armor Class14 (11)
Hit Dice1
Number Appearing2d4, Wild 3d6, Lair 10d6
Attacks1 weapon
Damage1d8 or by weapon
Movement30' Unarmored 40'
Save AsFighter: 1
Morale8
XP25
Treasure TypeQ, R each; D in lair

Orcs are grotesque humanoids bent on war and domination. They have lupine ears, reddish eyes, truncated, upturned noses, and black hair (but very little body hair). An adult male orc is a little over 6 feet tall and weighs about 210 pounds; females are slightly smaller. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. They utilize all manner of weapons and armor scavenged from battlefields.

Orcs have Darkvision to a range of 60’. They suffer a -1 attack penalty in bright sunlight or within the radius of a spell causing magical light. They speak their own rough and simple language, but many also speak some common or goblin.

Special Abilities

Darkvision: Darkvision to a range of 60'.
Light Sensitivity: Suffer a -1 attack penalty in bright sunlight or within the radius of a spell causing magical light.

Variants

Warrior (one out of every eight orcs)

Orcs gain a +1 bonus to their morale if they are led by a warrior.

Hit Dice2
XP75
Chieftain (in orc lairs, one out of every twelve)

In chainmail with a +1 bonus to damage due to strength.

Armor Class15 (11)
Hit Dice4
Damage1d8+1 or by weapon+1
Movement20'
XP240
Orc King (in lairs of 30 or more)

In chainmail with a shield, having a +2 bonus to damage. In the lair, orcs never fail a morale check as long as the orc king is alive.

Armor Class16 (11)
Hit Dice6
Damage1d8+2 or by weapon+2
Movement20'
XP500
Shaman (in lair (1-2 on 1d6 chance))

A shaman is equivalent to a warrior orc statistically, but has Clerical abilities at level 1d4+1.

Same stats as Warrior

Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License

Other Sources

Old-School Essentials Classic Fantasy
Armor Class6 [13]
Hit Dice1 (4hp)
Number Appearing2d4 (1d6 × 10)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement120' (40')
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale6 (8 with leader)
AlignmentChaotic
XP10 (leader: 10, chieftain: 75)
Treasure TypeD
Ugly, bad-tempered, animalistic humanoids who live underground and are active at night. Sadistic bullies who hate other living creatures and delight in killing.

Special Abilities

Hate the sun: -1 to-hit in full daylight.
Weapons: Prefer axes, clubs, spears, or swords. Only leaders can use mechanical weapons (e.g. crossbows, catapults).
Craven: Afraid of larger or stronger-looking creatures, though leaders may force them to fight.
Giant companions: For every 20 orcs, there is a 1-in-6 chance of an ogre accompanying them. There is a 1-in-10 chance of a troll living in the lair.
Tribal: Orcs of different tribes may fight among themselves, unless their leaders command them not to. Each tribe has its own lair and has as many females as males, and two whelps per two adults.
Mercenaries: Orcs may be hired to fight in Chaotic armies. They delight in wanton killing and razing of settlements.

Variants

Leader (leading groups)

Groups are led by an orc with 8 hit points. The leader gains a +1 bonus to damage rolls. Leaders have defeated other orcs in combat to gain their position.

Attacks1 × weapon +1 (1d6+1 or by weapon+1)
Morale8
Orc chieftain (ruling an orc tribe)

A 4HD (15hp) chieftain rules an orc tribe. The chieftain gains a +2 bonus to damage rolls.

Hit Dice4 (15hp)
Attacks1 × weapon +2 (1d6+2 or by weapon+2)
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License
OSRIC
Armor Class6
Hit Dice1
Number Encountered30d10
Attacks1
Damage1d8 or by weapon
Move90-ft
AlignmentLawful evil
IntelligenceAverage (low)
XP1/10+1 per hp
Treasure TypeIndividual 2d6 ep ; Lair 1d12×1,000 cp (50%), 1d6×1,000 sp (40%), 1d6 gems (25%), 1d3 jewellery (20%), 2d4 potions (40%)
SizeMan-sized (6-ft tall)
FrequencyCommon
Lair35%

Orcs are fiercely tribal creatures, and will make war upon any neighbouring tribe if possible. They will only unite with other tribes if there is an external force strong enough to be able to control the leaders of the tribes.

Orcs are cruel, spiteful creatures and detest elves. They will attack elves on sight. They are known to take slaves of the other races, however.

Orcs speak goblin and hobgoblin in addition to their own foul tongue.

Most lairs will be found underground, and those found above ground will consist of simple huts, typically with some kind of defence (ditch, moat, crude walls, etc).

Description: Orcs are filthy, disgusting creatures with a brown or brownish-green coloured skin tone. Their hair is a nest of black or dark brown. They wear rusty and misused armour. They have an average lifespan of 40 years.

Special Abilities

Sunlight Penalty: Orcs suffer under direct sunlight, and fight at -1 when caught out in it.
Infravision: They have excellent vision in the dark, and can see well even in total darkness. They have infravision with 60-ft range.
Mining and Caving: Orcs are skilled miners and cavers. They have the ability to note new or unusual constructions underground 35% of the time, and to spot sloping passages 25% of the time.
Hate Elves: They detest elves. They will attack elves on sight.

Variants

Captain (wandering war-parties (with 3d6 personal guards))

Wandering orc war-parties are led by a captain and his personal guards (3d6). These orcs fight as 2 HD creatures.

Armor Class4
Hit Dice2
Damage1d6+1
Captain's Guards (with captain (3d6))

Same stats as Captain

Chief (in lair (with 5d6 personal guards))

Orc chiefs will always be encountered in their lair. The chief and his personal guards (of which there are 5d6) fight as 3 HD monsters.

Armor Class4
Hit Dice3
Damage2d4
Chief's Guards (with chief in lair (5d6))

Same stats as Chief