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Orog

Fierce militaristic humanoids related to orcs, larger and more intelligent

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class15 (11)
Hit Dice3
Number Appearing1d8, Wild 2d10, Lair 4d10
Attacks1 weapon
Damage1d10+1 or by weapon +1
Movement20' Unarmored 40'
Save AsFighter: 3
Morale9
XP145
Treasure TypeS, T, U each: A in lair

Orogs are a fierce militaristic race of humanoids related to orcs. They are sometimes referred to as great orcs and are believed to be the descendants of orc/ogre hybrids. An orog resembles an orc but is larger and more muscular, standing between 6 and 7 feet tall and weighing 250 pounds on average. An orog is highly intelligent and often leads a group of orcs or serve orcish leaders as special bodyguards. They sometimes hire themselves out as mercenaries for other humanoids and giants.

An orog has Darkvision to 60 feet. It speaks the language of orcs as well as Common and possibly Goblin, Dwarven, or Elvish.

The statistics given above is for a standard orog in chain mail armor and wielding a two-handed weapon.

Special Abilities

Darkvision: Darkvision to 60 feet.
Languages: Speaks the language of orcs as well as Common and possibly Goblin, Dwarven, or Elvish.
Clan Standard: An orog sometimes marches into battle carrying a special standard representing their clan. While fighting under a standard all orogs and allied orcs gain a +1 bonus to attack rolls and morale.

Variants

Seasoned Veteran (one out of every eight orogs)

Normal orogs led by a seasoned veteran gain a +1 bonus to their morale.

Hit Dice5
Damage1d10+3 or by weapon +3
XP360
Chieftain (in lairs of 16 or more orogs)

In their lair orogs never fail a morale check as long as the chieftain is alive.

Armor Class17 (11)
Hit Dice7
Damage1d10+4 or by weapon +4
XP670