Orc Wardrummer: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 8
[[Category:CR 8]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Orc Wardrummer


[[Image:orc_wardrummer1.jpg|384px|right|xx]]
| Image = orc_wardrummer1.jpg
== Orc Wardrummer (Leader Role) (CR 8) ==
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
Orc wardrummers aren't some timid nerd-orc who spent all his time in band practice, put on eye-liner and hung out with all the music theatre orcs. No, orc wardrummers are the orcs who decided that swinging an axe around in combat and hiding behind a shield was too boring, and decided he'd rather be the loudest, most obvious target on the field of battle, because LET THEM COME!  These are the orcs who proudly proclaim the arrival of their tribe, and beat the dirge of their enemies, laughing as the battle swirls around them. They are the veterans of many battles, often proudly wearing scars or even missing eyes or limbs. They've chosen a path of tremendous honor and almost certain death, but a death that comes from facing his enemies head-on in battle, not slowly rotting in some village hut surrounded by weaklings and invalids.


Wardrummers aren't completely defenseless, of course. They swing their mighty drumsticks as much at passing enemies as at their drum.  After all, an enemy is just leather waiting to be stretched.
| Role = Leader
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


The drum itself is usually a prized treasure of the tribe, and if it is ever lost or taken by enemies, the recovery efforts will be aggressive and swiftThey typically resemble a snare drum, around 2' in diameter, and attached to the drummer by an elaborate leather harness and worn directly in front of the orc's waist. The drumsticks are often thigh bones or other trophies taken from particularly strong enemies.
| Description = Orc wardrummers aren't some timid nerd-orc who spent all his time in band practice, put on eye-liner and hung out with all the music theatre orcsNo, orc wardrummers are the orcs who decided that swinging an axe around in combat and hiding behind a shield was too boring, and decided he'd rather be the loudest, most obvious target on the field of battle, because LET THEM COME!  


A single tribe may have a few wardrummers, but they are never attached to the same unit.  Instead, they are spread among the strongest raiding parties to declare the honor and pride of the tribeOrc wardrummers are nearly always in the company of a large group of [[Orc Centurion|Orc Centurions]], and frequently an [[Orc Warlord]]The sound of orc drums rightly inspires fear in anyone who knows that they mean.
!These are the orcs who proudly proclaim the arrival of their tribe, and beat the dirge of their enemies, laughing as the battle swirls around themThey are the veterans of many battles, often proudly wearing scars or even missing eyes or limbsThey've chosen a path of tremendous honor and almost certain death, but a death that comes from facing their enemies head-on in battle, not slowly rotting in some village hut surrounded by weaklings and invalids.


=== GENERAL ===
!Wardrummers aren't completely defenseless, of course. They swing their mighty drumsticks as much at passing enemies as at their drum.  After all, an enemy is just fresh leather waiting to be stretched.
'''CR''' 8  '''Hit Dice''' 12


'''XP''' 9,600 (Leader role included)
!The drum itself is usually a prized treasure of the tribe, and if it is ever lost or taken by enemies, the tribes recovery efforts will be aggressive and swift.  They typically resemble a snare drum, around 2' in diameter, and attached to the drummer by an elaborate leather harness and worn directly in front of the orc's waist.  The drumsticks are often thigh bones or other trophies taken from particularly strong enemies.


CE Medium Humanoid (Orc)
!A single tribe may have a few wardrummers, but they are never attached to the same unit.  Instead, they are spread among the strongest raiding parties to declare the honor and pride of the tribe.  Orc wardrummers are nearly always in the company of a large group of [[Orc Centurion|Orc Centurions]], and frequently an [[Orc Warlord]].  The sound of orc drums rightly inspires fear in anyone who knows that they mean.


'''Init''' +4; '''Senses''' Low-Light 120 ft., Perception +12
!The presence of an Orc Wardrummer has the effect of whipping his companions into a nigh-frenzy of bloodthirst, and always makes any fight with them far more risky.  


| Alignment = Chaotic Evil
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


=== DEFENSE ===
| Size = Medium
'''AC''' 27, '''touch''' 17, '''flat-footed''' 21 (+5 armor, +6 dex, +5 natural, +1 deflection)
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''hp''' 250 (Leader role included)
| Type = Humanoid
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


'''Fort''' +11, '''Ref''' +7, '''Will''' +7
| Subtype = Orc
  <!--If any-->


'''Aura:''' -
| NudgeBasicLoreValue =
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''SR:''' -
| NudgeFullLoreValue = +2
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Special Defenses:''' -
| NudgeInit = +4
  <!--CR 8 INITIATIVE = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Immunities:''' Fear and fear-based attacks
| Senses = [[Low-Light Vision]] 120 ft.
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]          -->


'''Weaknesses:''' -
| NudgePerception =
  <!--CR 8 PERCEPTION = +12 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


| NudgeAC =
  <!--CR 8 AC = 27 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


=== OFFENSE ===
| NudgeTouchAC =  
'''Speed''' 30 ft.
  <!--CR 8 TOUCH AC = 17 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Space / Reach:'''  5 ft. / 5 ft.
| NudgeFFAC =
  <!--CR 8 FLAT-FOOTED AC = 21 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Single Melee''' Drumstick +16 (2d8+7/19-20x2)
| NudgeCMD =
  <!--CR 8 CMD = 26 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->


'''Full Melee''' 2x Drumstick +16 (2d8+7/19-20x2)
| NudgeHitPoints =
  <!--CR 8 HIT POINTS = 125 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


'''Ranged''' - 


'''Special Attacks''' Wardrums, Shouted Orders, Bull Rush
<!--  SAVING THROWS  -->


'''Action Points''' 0
| Fort = S
| Refl =
| Will = S
  <!--CR 8 STRONG SAVE = +11; WEAK SAVE = +7 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


| NudgeFort =
| NudgeRefl = -2
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


=== STATISTICS ===
| SR =  
'''Str''' 18, '''Dex''' 14, '''Con''' 21, '''Int''' 13, '''Wis''' 9, '''Cha''' 17
  <!--Values: Y (for Yes), or leave blank-->


'''Base Atk''' +8; '''CMB''' +13; '''CMD''' 23 (includes Imp. Bull Rush)
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Feats''' [[Bull Rush, Improved|Improved Bull Rush]] (Effect: does not provoke AOO's from target of bull rush)
| SpecialDefenses = 
  <!--Put any DR or ER values here-->


'''Skills''' Perform (Drums) +12, Perform (Oratory) +12
| StrongAgainst = Immune to fear, all fear based status effects, and fear-based attacks.
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Languages''' Giant, Common
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type (if any))-->


| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))-->


=== SPECIAL ABILITIES ===
| WeakAgainst =  
; Wardrums (Ex, Stance)
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
Once per round as a swift action, the Orc Wardrummer may initiate a performance stance using his war drum.  As with all stances, this may be sustained each round as a free action, but it is disrupted if the wardrummer is knocked prone, or given a status condition which reduces the number of actions he may take in a given round. Once disrupted, the stance can be restarted with a new swift action, assuming the disrupting condition is no longer present on the orc.


While performing on his war drum, any orc within 100 feet of the wardrummer gains a +2 morale bonus to all to-hit and damage rolls for every 5 full hit dice of the receiving orc (drop fractions)(Thus, a CR 10 Orc Centurion, which has 15 hit dice, receives a +6 morale bonus to all to-hit and damage rolls.) Furthermore, any orc minion within 100 feet of the wardrummer requires two hits to kill instead of only one. 
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any))-->


These effects immediately end if the stance is disrupted or the wardrummer is slain.
| MoveTypes = Walk 30 ft.
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->


| NudgeSpace =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
  <!--NOTE: If type or subtype is "Swarm", the space will default to 10 ft.-->
  <!--NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium)-->


; Shouted Orders (Ex)
| NudgeReach =
Once per round as a swift action, the Orc Wardrummer may shout an order to another orc within 30 feet of him. That orc may immediately take a standard action for free.  In the unlikely event that multiple wardrummers are present, this ability may be used on the same target orc multiple times, though it may never be combined to grant a full-attack action.
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
  <!--NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.-->
  <!--NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium)-->




; Bull Rush (Ex)
Once per round as part of a move action, the Orc Wardrummer may make a [[Combat_Maneuvers#Bull_Rush|bull rush]] against any creature whose square it can reach during the move.  This is resolved in all ways as a normal [[Combat_Maneuvers#Bull_Rush|bull rush]] attack, except that the Wardrummer may still take a swift and standard action after performing the bull rush.  Because the Wardrummer has the improved bull rush feat, he does not provoke attacks of opportunity from the target of his bull rush (though he can provoke by moving out of the threatened squares of other creatures during the bull rush).


<!--  GENERAL ATTACK INFORMATION  -->


=== TREASURE ===
| MeleeOrNatural = Melee
sell value of approximately 6,500 gp (Leader role included)
  <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->


| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


=== COMBAT TACTICS ===
| IgnoreSecondary =  
Wardrummers are probably the bravest orcs you can find.  They have no fear, and they court death in battle.  They make targets of themselves, order the lesser orcs around them to hurl themselves wildly into the fray, and cackle madly the whole time.
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)-->


At the start of any battle, the wardrummer will begin his War Drums stance.  He will sustain this throughout the fight unless prevented from doing so.  Even if his stance is disrupted, he will re-initiate the War Drums stance as soon as possible.


Each round, he will exhort the Orcs around him to close with his foes and slay them.  He will bide his time to strike, and attack any foe who dares engage him with his Drumstick. If he is surrounded, he will stand where he is and make full attacks, maintaining his stance the entire time and calling his fellow orcs to flank those fools around him. He is cagey enough to send his followers to target the fringe squishy characters (wizards, etc.), but he will rarely seek out such foes himself, as there is little glory in smashing such weaklings.  That's what his fellow orcs are for!


Any round after the first, the Wardrummer will use Shouted Orders to give one of his comrades a free attack, usually on a pesky spellcaster, or if the Wardrummer is sorely pressed in battle, he will summon an ally to aid him. (The first round, he's used up his swift action to start up War Drums.)
<!--  PRIMARY ATTACK INFORMATION  -->


Wardrummers are easily the biggest threat on the battlefield, even if there's an Orc Warlord present, because of the buff that War Drums provides.  Wardrummers crave battle and glory, but they also are cagey, and will hang back a bit, until all foes are engaged so he can choose the targets of his attacks wisely.
| PriAtkName = Bone Drumstick
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->


NOTE TO REFEREES: Leader monsters are dangerous, and optional. If your players are not capable combatants, think carefully before using a Leader role monster, as they are designed to challenge even extremely powerful parties.
| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
 
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--CR 8 PRIMARY TO-HIT = +15 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 8 PRIMARY NATURAL DAMAGE = 2d8+7 -->
  <!--CR 8 PRIMARY MELEE DAMAGE = 2d8+7 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 8 SECONDARY TO-HIT = +15 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 8 SECONDARY NATURAL DAMAGE = 2d6+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 8 TERTIARY TO-HIT = +15 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 8 TERTIARY NATURAL DAMAGE = 2d8+7 -->
  <!--CR 8 TERTIARY MELEE DAMAGE = 2d8+7 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 8 QUATERNARY TO-HIT = +15 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 8 QUATERNARY NATURAL DAMAGE = 2d6+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIncrementDistance =
  <!--Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first-->
 
| RangedAtkNumberOfIncrements =
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
 
| RangedAtkNotes = None, But see Drumroll, below
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--Use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 8 RANGED TO-HIT = +15 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 8 RANGED DAMAGE = 2d8+7 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| NudgeCMB =
  <!--CR 8 CMB = +13 -->
 
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->
 
| SiegeAtkName =
  <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->
 
| SiegeAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->
 
| SiegeAtkIncrement =
  <!--Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this-->
 
| SiegeAtkNumberOfIncrements =
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
 
| NudgeSiegeCMB =
  <!--CR 8 SIEGE CMB = +13 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSiegeDamage =
  <!--CR 8 SIEGE DAMAGE = 1d6-1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 18
| Dex = 14
| Con = 21
| Int = 13
| Wis = 9
| Cha = 17
 
 
<!--  FEATS  -->
 
| Feat1 = Bull Rush, Improved
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = Perform (Percussion)
| Skill2 = Perform (Oratory)
| Skill3 =
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 8 SKILLS = +12 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages = Giant, Common
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Wardrums
 
| Ability-1-Type = Ex (Stance)
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = Once per round as a swift action, the Orc Wardrummer may initiate a performance stance using his war drum.  As with all stances, this may be sustained each round as a free action, but it is disrupted if the wardrummer is knocked prone, or given a status condition which reduces the number of actions he may take in a given round.  Once disrupted, the stance can be restarted with a new swift action, assuming the disrupting condition is no longer present on the orc.
 
!While maintaining this performance stance, any orc within 100 feet of the wardrummer gains a +2 morale bonus to all to-hit and damage rolls for every 5 full hit dice of the receiving orc (drop fractions).  (Thus, a CR 10 Orc Centurion, which has 15 hit dice, receives a +6 morale bonus to all to-hit and damage rolls.)
 
!These effects immediately end if the stance is disrupted or the wardrummer is slain.
 
 
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special1SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special1StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Shouted Orders
 
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = Once per round as a swift action, the Orc Wardrummer may shout an order to another orc within 30 feet of him.  This ability requires line of effect, but not line of sight, and does not work on deaf targets.  That orc may immediately take a standard action for free.  In the unlikely event that multiple wardrummers are present, this ability may be used on the same target orc multiple times, though it may never be combined to grant a full-attack action.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special2SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special2StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Drumroll
 
| Ability-3-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = Once per encounter, as a standard action, an Orc Wardrummer may deliver a frenzied flurry of strikes upon his drum, raising a cacophony which affects a 30 foot cone adjacent to its space.  All allies caught in this cone are healed for {{#var:Special3SwiftDmg}} points of damage and may take an immediate five-foot step as a free, triggered action.  All enemies caught in the area of effect take {{#var:Special3SwiftDmg}} of sonic damage instead.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special3SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special3StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Bull Rush
 
| Ability-4-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = Once per round, as part of a move action, the Orc Wardrummer may make a [[Combat_Maneuvers#Bull_Rush|bull rush]] against any creature whose square it threatens during the move.  This is resolved in all ways as a normal [[Combat_Maneuvers#Bull_Rush|bull rush]] attack, except that the Wardrummer may still take a swift and standard action after performing the bull rush.  Because the Wardrummer has the improved bull rush feat, he does not provoke attacks of opportunity from the target of his bull rush (though he can provoke by moving out of the threatened squares of other creatures during the bull rush).
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special4SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special4StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special5SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special5StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special6SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special6StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special7SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special7StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special8SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special8StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 8 = +15
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 8 = +11
        {{#var:Special9SaveDC}}      Save DC      @ CR 8 = 18
        {{#var:Special9StandardDmg}} Std Damage  @ CR 8 = 4d6+1
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 8 = 2d6
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 8 = 8d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Wardrummers are probably the bravest orcs you can find.  They have no fear, and they court death in battle.  They make targets of themselves, order the lesser orcs around them to hurl themselves wildly into the fray, and cackle madly the whole time.
 
!At the start of any battle, the wardrummer will begin his War Drums stance.  He will sustain this throughout the fight unless prevented from doing so.  Even if his stance is disrupted, he will re-initiate the War Drums stance as soon as possible.
 
!Each round, he will exhort the Orcs around him to close with his foes and slay them.  He will bide his time to strike, and attack any foe who dares engage him with his Drumstick. If he is surrounded, he will stand where he is and make full attacks, maintaining his stance the entire time and calling his fellow orcs to flank those fools around him. He is cagey enough to send his followers to target the fringe squishy characters (wizards, etc.), but he will rarely seek out such foes himself, as there is little glory in smashing such weaklings.  That's what his fellow orcs are for!
 
!Any round after the first, the Wardrummer will use Shouted Orders to give one of his comrades a free attack, usually on a pesky spellcaster, or if the Wardrummer is sorely pressed in battle, he will summon an ally to aid him. (The first round, he's used up his swift action to start up War Drums.) If he is not pressed in battle, he will use his Bull Rush to move to a point where his Drumroll ability will hit the largest number of friends and foes alike, and then use it.  His Bull Rush ability is a hard-hitting attack, and he will try and use it at least once.
 
!Wardrummers are easily the biggest threat on the battlefield, even if there's an Orc Warlord present, because of the buff that War Drums provides.  Wardrummers crave battle and glory, but they also are cagey, and will hang back a bit, until all foes are engaged so he can choose the targets of his attacks wisely.
 
!NOTE TO REFEREES: Leader monsters are dangerous, and optional. If your players are not capable combatants, think carefully before using a Leader role monster, as they are designed to challenge even extremely powerful parties.
 
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat = Wardrummers are not an 'official' part of Orc leadership, but their words carry weight, with Orc Warlrds and leaders listening to them.  As such, a Wardrummer can be a useful ally or a terrible enemy, even though they do not officially boss around any other orcs at all.  Wardrummers are also highly respected for their ability to provide a good screaming bout of entertainment, and many an Orc encampment will have a Wardrummer at the center hammering the drum and howling in vicious bloodthirst, driving the entire camp into a frenzy. 
 
 
 
 
}}

Revision as of 22:23, 4 February 2017

Orc Wardrummer (LeaderCR 8)

Chaotic Evil - Medium - Humanoid (Orc)
Lore: Know (Local)
16 33
Basic DC Full DC
Initiative
Initiative Icon 2.png
19
Perception:
23 +13
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
25
Man Def
Shield Icon 3.png
25
Monster Health
292 146 13
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +10
Refl: +3
Will: +10

Strong Against:

  • (Leader Role) Immunity (partial 1): Leaders are immune to the first condition applied to them during an encounter. If a second condition is applied to a leader, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
  • Immune to fear, all fear based status effects, and fear-based attacks.
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+13
Sword Icon 3.png
Man Off
+13
Sword Icon 3.png
Action
2
Points

Standard Attack (Melee):

  • 1x Bone Drumstick +13 (2d8+6/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 3x Bone Drumstick +13 (2d8+6/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

18
STR
14
DEX
21
CON
13
INT
9
WIS
17
CHA

Skills:

Languages: Giant, Common

Special Abilities

Wardrums (Ex (Stance))

Once per round as a swift action, the Orc Wardrummer may initiate a performance stance using his war drum. As with all stances, this may be sustained each round as a free action, but it is disrupted if the wardrummer is knocked prone, or given a status condition which reduces the number of actions he may take in a given round. Once disrupted, the stance can be restarted with a new swift action, assuming the disrupting condition is no longer present on the orc.

While maintaining this performance stance, any orc within 100 feet of the wardrummer gains a +2 morale bonus to all to-hit and damage rolls for every 5 full hit dice of the receiving orc (drop fractions). (Thus, a CR 10 Orc Centurion, which has 15 hit dice, receives a +6 morale bonus to all to-hit and damage rolls.) These effects immediately end if the stance is disrupted or the wardrummer is slain.
Shouted Orders (Ex)

Once per round as a swift action, the Orc Wardrummer may shout an order to another orc within 30 feet of him. This ability requires line of effect, but not line of sight, and does not work on deaf targets. That orc may immediately take a standard action for free. In the unlikely event that multiple wardrummers are present, this ability may be used on the same target orc multiple times, though it may never be combined to grant a full-attack action.

Drumroll (Su)

Once per encounter, as a standard action, an Orc Wardrummer may deliver a frenzied flurry of strikes upon his drum, raising a cacophony which affects a 30 foot cone adjacent to its space. All allies caught in this cone are healed for points of damage and may take an immediate five-foot step as a free, triggered action. All enemies caught in the area of effect take of sonic damage instead.

Bull Rush (Ex)

Once per round, as part of a move action, the Orc Wardrummer may make a bull rush against any creature whose square it threatens during the move. This is resolved in all ways as a normal bull rush attack, except that the Wardrummer may still take a swift and standard action after performing the bull rush. Because the Wardrummer has the improved bull rush feat, he does not provoke attacks of opportunity from the target of his bull rush (though he can provoke by moving out of the threatened squares of other creatures during the bull rush).

Shouted Command (Ex; Leader Role) Free Action 1/Rnd
Once per round as a free action, a Leader may grant any one ally within the sound of their voice (30 feet) a free standard action to be used immediately. This ability can normally only be used once per round, but the leader may spend an action point to activate it a second time if they wish.

Inspirational Leadership (Ex; Leader Role) Always On
Leaders give all allies a +3 morale bonus to all of their attack, damage, skill rolls, combat maneuver checks, combat maneuver damage, and any Save DC's their allies have for special abilities that allow a saving throw. This buff ends immediately when the leader is killed. This buff does not affect the leader, though if another leader is present, the leader gains this buff from the other leader. Morale bonuses do not stack; instead only the highest available bonus may be used. Note that minions treat this as a buff, gaining their own benefit instead of the listed benefit.

Keep Your Friends Close (Ex; Leader Role) Immediate Action
Once per round as an immediate action, the leader may apply all of the damage of a single attack just made against them to a single ally within 30 feet of their space, instead. The leader takes no damage from the attack, and any secondary effects of the attack (such as status conditions) are resolved against the allied creature instead. This ability may never be used more than once per round. If the leader has no allies within 30 feet, they cannot use this ability.

Orc Wardrummer

This creature possesses the Leader role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.

Orc wardrummers aren't some timid nerd-orc who spent all his time in band practice, put on eye-liner and hung out with all the music theatre orcs. No, orc wardrummers are the orcs who decided that swinging an axe around in combat and hiding behind a shield was too boring, and decided he'd rather be the loudest, most obvious target on the field of battle, because LET THEM COME! These are the orcs who proudly proclaim the arrival of their tribe, and beat the dirge of their enemies, laughing as the battle swirls around them. They are the veterans of many battles, often proudly wearing scars or even missing eyes or limbs. They've chosen a path of tremendous honor and almost certain death, but a death that comes from facing their enemies head-on in battle, not slowly rotting in some village hut surrounded by weaklings and invalids. Wardrummers aren't completely defenseless, of course. They swing their mighty drumsticks as much at passing enemies as at their drum. After all, an enemy is just fresh leather waiting to be stretched. The drum itself is usually a prized treasure of the tribe, and if it is ever lost or taken by enemies, the tribes recovery efforts will be aggressive and swift. They typically resemble a snare drum, around 2' in diameter, and attached to the drummer by an elaborate leather harness and worn directly in front of the orc's waist. The drumsticks are often thigh bones or other trophies taken from particularly strong enemies. A single tribe may have a few wardrummers, but they are never attached to the same unit. Instead, they are spread among the strongest raiding parties to declare the honor and pride of the tribe. Orc wardrummers are nearly always in the company of a large group of Orc Centurions, and frequently an Orc Warlord. The sound of orc drums rightly inspires fear in anyone who knows that they mean. The presence of an Orc Wardrummer has the effect of whipping his companions into a nigh-frenzy of bloodthirst, and always makes any fight with them far more risky.

Combat Tactics

Wardrummers are probably the bravest orcs you can find. They have no fear, and they court death in battle. They make targets of themselves, order the lesser orcs around them to hurl themselves wildly into the fray, and cackle madly the whole time.

At the start of any battle, the wardrummer will begin his War Drums stance. He will sustain this throughout the fight unless prevented from doing so. Even if his stance is disrupted, he will re-initiate the War Drums stance as soon as possible. Each round, he will exhort the Orcs around him to close with his foes and slay them. He will bide his time to strike, and attack any foe who dares engage him with his Drumstick. If he is surrounded, he will stand where he is and make full attacks, maintaining his stance the entire time and calling his fellow orcs to flank those fools around him. He is cagey enough to send his followers to target the fringe squishy characters (wizards, etc.), but he will rarely seek out such foes himself, as there is little glory in smashing such weaklings. That's what his fellow orcs are for! Any round after the first, the Wardrummer will use Shouted Orders to give one of his comrades a free attack, usually on a pesky spellcaster, or if the Wardrummer is sorely pressed in battle, he will summon an ally to aid him. (The first round, he's used up his swift action to start up War Drums.) If he is not pressed in battle, he will use his Bull Rush to move to a point where his Drumroll ability will hit the largest number of friends and foes alike, and then use it. His Bull Rush ability is a hard-hitting attack, and he will try and use it at least once. Wardrummers are easily the biggest threat on the battlefield, even if there's an Orc Warlord present, because of the buff that War Drums provides. Wardrummers crave battle and glory, but they also are cagey, and will hang back a bit, until all foes are engaged so he can choose the targets of his attacks wisely. NOTE TO REFEREES: Leader monsters are dangerous, and optional. If your players are not capable combatants, think carefully before using a Leader role monster, as they are designed to challenge even extremely powerful parties.

Out of Combat

Wardrummers are not an 'official' part of Orc leadership, but their words carry weight, with Orc Warlrds and leaders listening to them. As such, a Wardrummer can be a useful ally or a terrible enemy, even though they do not officially boss around any other orcs at all. Wardrummers are also highly respected for their ability to provide a good screaming bout of entertainment, and many an Orc encampment will have a Wardrummer at the center hammering the drum and howling in vicious bloodthirst, driving the entire camp into a frenzy.

Rewards

XP: 9,600 (Leader role included.)

Treasure: Sellable Goods worth 7,750 gp.

Weight: 160 lbs.     Volume: 6.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 8 Nothing Found
9 - 12 1 Languid Remnant (tier 1)
13 - 15 1 Pale Remnant (tier 2)
16 - 18 1 Bright Remnant (tier 3)
19 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 3 4 Languid Remnants (tier 1)
4 - 7 4 Pale Remnants (tier 2)
8 - 11 1 Intense Remnant (tier 4)
12 - 15 1 Blazing Remnant (tier 5)
16 - 18 1 Vital Remnant (tier 6)
19 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 3 4 Bright Remnants (tier 3)
4 - 5 4 Intense Remnants (tier 4)
6 - 8 4 Blazing Remnants (tier 5)
9 - 11 4 Vital Remnants (tier 6)
12 - 15 1 Prime Remnant (tier 7)
16 - 18 1 Mythic Remnant (tier 8)
19 - 20 1 Empyrean Remnant (tier 9)