Orc Centurion: Difference between revisions

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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 10
| CR | 16
   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 7
| Max-CR = 25


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Orc centurions make up the highly trained legions of the orc war tribes, marching through endless wars of conquest, pillage and destruction for the glory of their tribe.  Orc Raiders are the ones going out and testing the edges of civilization.  It is the incredible hordes of orc centurions that occassionally boil out of the wilderness that remind the world that orcs are not to be taken lightly.
| Description | Orc centurions make up the highly trained legions of the orc war tribes, marching through endless wars of conquest, pillage and destruction for the glory of their tribe.  Orc Raiders are the ones going out and testing the edges of civilization.  It is the incredible hordes of orc centurions that occasionally boil out of the wilderness that remind the world that orcs are not to be taken lightly.


It isn't until you first encounter a legion of orc centurions that one truly realizes the scope of orcish ambition. These are not small squads of elite soldiers, the tribes cultivate hundreds upon hundreds of elite soldiers.  Orc legions rarely include the lower level orc warriors.  Low level warriors are the orcs one tends to encounter in small raiding parties, until they prove their skills are worthy of joining the legions of the tribe.
It isn't until you first encounter a legion of orc centurions that one truly realizes the scope of orcish ambition. These are not small squads of elite soldiers, the tribes cultivate hundreds upon hundreds of elite soldiers.  Orc legions rarely include the lower level orc warriors.  Low level warriors are the orcs one tends to encounter in small raiding parties, until they prove their skills are worthy of joining the legions of the tribe.
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Of course, power in orc society is achieved through gaining notoriety and fame from your exploits, so most centurion raids tend to be high-profile, flashy affairs, meant to leave very visible results.   
Of course, power in orc society is achieved through gaining notoriety and fame from your exploits, so most centurion raids tend to be high-profile, flashy affairs, meant to leave very visible results.   


Orc centurions are sometimes led by an orc warlord, and larger bands can also include an orc wardrummer.  While centurions are very dangerous on their own, they are especially dangerous in the company of strong leaders.
Orc centurions are often led by an orc warlord, and larger bands can also include an orc wardrummer.  While centurions are very dangerous on their own, they are especially dangerous in the company of strong leaders.
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
| Type | Humanoid
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Orc
| Subtype | Orc
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
         if they don't have that movement type, leave it blank                    -->
         if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed = 30
| Move-Type-Walk-Speed = 50
| Move-Type-Burrowing-Speed =  
| Move-Type-Burrowing-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Earth-Glide-Speed =  
| Move-Type-Earth-Glide-Speed =  
| Move-Type-Lesser-Climb-Speed =  
| Move-Type-Lesser-Climb-Speed = 50
| Move-Type-Greater-Climb-Speed =  
| Move-Type-Greater-Climb-Speed =  
| Move-Type-Brachiating-Speed =  
| Move-Type-Brachiating-Speed =  
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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- 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 role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- 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) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- 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 role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- 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) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| Ability-2-Description = Once per round as a free action, the orc centurion may shove an enemy it has just successfully struck in combat up to 5 feet in the direction of the Orc Centurion's choosing. The victim is allowed to make a Reflex saving throw against a DC of {{Save-DC}}. If the enemy fails the saving throw, the Orc Centurion may choose to step into the square the enemy was just forced out of.  Both the enemy's movement and the orc's step into the vacated square are considered forced movement which do not provoke attacks of opportunity.  
| Ability-2-Description = Once per round as a free action, the orc centurion may shove an enemy it has just successfully struck in combat up to 5 feet in the direction of the Orc Centurion's choosing. The victim is allowed to make a Reflex saving throw against a DC of {{Save-DC}}. If the enemy fails the saving throw, the Orc Centurion may choose to step into the square the enemy was just forced out of.  Both the enemy's movement and the orc's step into the vacated square are considered forced movement which do not provoke attacks of opportunity.  


:As with any forced movement, the shoved enemy can only be moved into an unoccupied, unblocked space.  The shoved enemy may choose to fall prone in his current square, if they prefer, rather than being forced into a dangerous adjacent square.  If the shoved enemy chooses to fall prone, the orc centurion may not step into the enemy's square (since it is still occupied).
As with any forced movement, the shoved enemy can only be moved into an unoccupied, unblocked space.  The shoved enemy may choose to fall prone in his current square, if they prefer, rather than being forced into a dangerous adjacent square.  If the shoved enemy chooses to fall prone, the orc centurion may not step into the enemy's square (since it is still occupied).




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         Threat, or Villain role.  All other times, it will be invisible.                    -->
         Threat, or Villain role.  All other times, it will be invisible.                    -->


| Role-Only--Replace-Rez-Power--Name =  
| Role-Only--Replace-Rez-Power--Name = Orc's Deathmarch


| Role-Only--Replace-Rez-Power--Type =  
| Role-Only--Replace-Rez-Power--Type = Ex
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Role-Only--Replace-Rez-Power--Action-Required =  
| Role-Only--Replace-Rez-Power--Action-Required = Automatic Upon Death
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
Line 1,003: Line 1,007:
         auto-detect Combat Casting and include it                                          -->
         auto-detect Combat Casting and include it                                          -->


| Role-Only--Replace-Rez-Power--Description =  
| Role-Only--Replace-Rez-Power--Description = When some Orc's are killed, they do not just lie down and take it. Instead, they leave the world in a frenzy of hacking hatred, as cruel in death as they were in life. An Orc that has activated Deathmarch continues to fight for one round after its hit points are reduced to zero or below. During this round it ignores all conditions, is Immune to all further damage (since it's already dead), and acts normally in all ways, but it then dies immediately at the end of its turn.  Orc's in a Deathmarch typically attack with all their ferocity, gaining a +2 Circumstance bonus to all their to-hit's and Save DC's, and adding {{Hit-Dice|n=2|op=div}} points of damage to all damage rolls, of the same type of damage as the base attack inflicts.
 
Detecting the fact that Orc's Deathmarch has activated takes a [[Naturalism]] or [[Knowledge (Local)]] check with an [[Skill DC|Average]] DC of {{Skill-DC|Average}}, or a [[Perception]] or [[Heal]] check with a [[Skill DC|Hard]] DC of {{Skill-DC|Hard}}. Failing the roll informs the player only that the Orc is Bloodied.
 


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,358: Line 1,365:


| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,398: Line 1,459:




<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Orc Centurious tend to be bred in huge waves, with a new generation of them arriving every few years.  Few of them survive for long after adulthood, spending their furious, short lives in battle, murder, and rapine, but hey, they wouldn't have it any other way.
| OutOfCombat = Orc Centurious tend to be bred in huge waves, with a new generation of them arriving every few years.  Few of them survive for long after adulthood, spending their furious, short lives in battle, murder, and rapine, but hey, they wouldn't have it any other way.

Latest revision as of 21:34, 11 February 2023

Orc Centurion (CR 16)

Chaotic Evil - Medium - Humanoid (Orc)
Lore: Know (Local)
30 48
Basic DC Full DC
Initiative
Initiative Icon 2.png
27
Perception:
37 +27
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
39
Man Def
Shield Icon 3.png
39
Monster Health
475 237 31
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +18
Refl: +13
Will: +13

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+24
Sword Icon 3.png
Man Off
+27
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Orcish Cleaver +24 (3d8+18/19-20 x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 3x Orcish Cleaver +24 (3d8+18/19-20 x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 1x Orc Shotput +24 (3d8+18/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 20 ft.; Max Range: 60 ft.)

Full Attack (Ranged):

  • 3x Orc Shotput +24 (3d8+18/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 20 ft.; Max Range: 60 ft.)

Siege Damage: Not siege capable

Statistics

19
STR
15
DEX
16
CON
14
INT
13
WIS
10
CHA

Skills:

Languages: Giant, Common

Feats:

  • Precise Shot (EFFECT: No penalty for shooting into melee at any range.)

Special Abilities

Warrior's Surge (Ex) Free Action 1/Enc

Once per encounter as a free action, an Orc Centurion may choose to heal itself for 143 hit points. Using this ability also clears any one status condition the Orc Centurion is suffering from, chosen when the power is used. The Orc Centurion may use this ability at the start of its turn even if it is otherwise denied all actions by one or more status conditions.

Advance the Line (Ex) Free Action 1/Rnd

Once per round as a free action, the orc centurion may shove an enemy it has just successfully struck in combat up to 5 feet in the direction of the Orc Centurion's choosing. The victim is allowed to make a Reflex saving throw against a DC of 27. If the enemy fails the saving throw, the Orc Centurion may choose to step into the square the enemy was just forced out of. Both the enemy's movement and the orc's step into the vacated square are considered forced movement which do not provoke attacks of opportunity.

As with any forced movement, the shoved enemy can only be moved into an unoccupied, unblocked space. The shoved enemy may choose to fall prone in his current square, if they prefer, rather than being forced into a dangerous adjacent square. If the shoved enemy chooses to fall prone, the orc centurion may not step into the enemy's square (since it is still occupied).

Orc Centurion

Orc Centurion

Orc centurions make up the highly trained legions of the orc war tribes, marching through endless wars of conquest, pillage and destruction for the glory of their tribe. Orc Raiders are the ones going out and testing the edges of civilization. It is the incredible hordes of orc centurions that occasionally boil out of the wilderness that remind the world that orcs are not to be taken lightly.

It isn't until you first encounter a legion of orc centurions that one truly realizes the scope of orcish ambition. These are not small squads of elite soldiers, the tribes cultivate hundreds upon hundreds of elite soldiers. Orc legions rarely include the lower level orc warriors. Low level warriors are the orcs one tends to encounter in small raiding parties, until they prove their skills are worthy of joining the legions of the tribe.

Centurions still retain their own individualism, of course. No race as chaotic as orcs would ever entirely surrender their private ambitions to the greater cause of the tribe. Each orc centurion is looking for his own means of gaining greater power within his society, and will eagerly employ guile and duplicity to rise to the top faster.

That said, even a small company of orc centurions is highly dangerous to the civilized places of the world. These orcs are strong, expert fighters who employ tactics instinctively, and will measure their foes carefully before striking, to ensure that maximum damage will be inflicted on their targets.

Of course, power in orc society is achieved through gaining notoriety and fame from your exploits, so most centurion raids tend to be high-profile, flashy affairs, meant to leave very visible results.

Orc centurions are often led by an orc warlord, and larger bands can also include an orc wardrummer. While centurions are very dangerous on their own, they are especially dangerous in the company of strong leaders.

Combat Tactics

Orc Centurions are smart, well-versed in tactics, and can even use their Warfare skill to assess an enemy's relative toughness before engaging them in a fight.

They will optimize the use of their Warrior's Surge ability, typically waiting until they have taken at least 50 hit points of damage, though they will also use it if they are hit with a very debilitating status condition.

They will use Advance the Line every round, primarily to shove their way through any front line defenses and get at the ranged attackers and magic users in the rear of the party. Even when engaged with these softer targets, the Centurions will make use of Advance the Line to try to separate their target from its allies, or to push it into a nearby trap, pit or hazard for an easier kill.

Their Orc Shotputs do not have a huge amount of range, but Centurions practice with their clumsy weapons to a ridiculous degree, so that the can throw with chilling precision. They will not hesitate to throw into combat, or take a five foot step out of melee and unleash a barrage upon a back-rank spell-caster or healer.

Out of Combat

Orc Centurious tend to be bred in huge waves, with a new generation of them arriving every few years. Few of them survive for long after adulthood, spending their furious, short lives in battle, murder, and rapine, but hey, they wouldn't have it any other way.

Rewards

XP: 76,800

Treasure: Sellable Goods worth 43,125 gp.

Weight: 160 lbs.     Volume: 6.4 cu. ft.
  • Orc Centurions frequently carry an Orc Shotput +2 with the Returning property.

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 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)