Orog
Fierce militaristic humanoids related to orcs, larger and more intelligent
Basic Fantasy Field Guide Omnibus
| Armor Class | 15 (11) |
|---|---|
| Hit Dice | 3 |
| Number Appearing | 1d8, Wild 2d10, Lair 4d10 |
| Attacks | 1 weapon |
| Damage | 1d10+1 or by weapon +1 |
| Movement | 20' Unarmored 40' |
| Save As | Fighter: 3 |
| Morale | 9 |
| XP | 145 |
| Treasure Type | S, 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
Variants
Normal orogs led by a seasoned veteran gain a +1 bonus to their morale.
| Hit Dice | 5 |
|---|---|
| Damage | 1d10+3 or by weapon +3 |
| XP | 360 |
In their lair orogs never fail a morale check as long as the chieftain is alive.
| Armor Class | 17 (11) |
|---|---|
| Hit Dice | 7 |
| Damage | 1d10+4 or by weapon +4 |
| XP | 670 |