Orc Warboss
Any orc can lead one band. A warboss leads four at once and settles feuds faster than they form, because he is the one fighter all four would lose to. He runs the confederation as a campaign with supply, a line of march and sieges that last months. The spoils are agreed in advance on a board every band can read.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 18
- Hit points
- 153 (18d8 + 72)
- Proficiency
- +3
- STR 21 +5 save +8
- DEX 14 +2 save +2
- CON 19 +4 save +7
- INT 15 +2 save +2
- WIS 15 +2 save +2
- CHA 18 +4 save +7
- Skills
- Athletics +8 , Insight +5 , Intimidation +7 , Perception +5
- Passive Perception
- 15
- Senses
- darkvision 60 ft.
- Languages
- Orcish, Common, Goblin
- Found in
- Terran (Verdant)
Equipment
Traits
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Warband Discipline
Allied orcs within 120 feet cannot be Charmed or Frightened, and will not break from a position while the warboss is standing.
-
Settle Feud
When two allied creatures within 60 feet would turn on each other, the warboss ends it as a bonus action with no check.
-
Brutal
The warboss's critical hits roll one additional damage die.
Actions
-
Multiattack
The warboss makes two Warboss Axe attacks.
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Warboss Axe
+8 to hit · reach 10 ft.
2d12 + 5 slashing damage
-
Order the Line
Up to eight allies within 120 feet immediately move up to their speed and make one attack each. They have advantage on those attacks.
-
Name a Target
The warboss names one creature within 120 feet aloud. Every allied orc that can hear it has advantage on attack rolls against that creature until the end of the warboss's next turn.