Orc Raider: Difference between revisions

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m (Text replacement - " <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->" to " <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat...)
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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, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, 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, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, 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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| 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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         is given the "Swarm" role. It replaces the default "Personal Space Issues" power  
         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
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         the Distracted conditon when they damage a foe (or it grants an area of affect  
         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
         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  
         Issues" or "Darken the Sky" power to appear when this monster is designated as a  

Latest revision as of 22:26, 7 January 2023

Orc Raider (CR 3)

Chaotic Evil - Medium - Humanoid (Orc)
Lore: Know (Local)
6 19
Basic DC Full DC
Initiative
Initiative Icon 2.png
7
Perception:
15 +5
Passive Active
Ambush:
10+
on a d20

Movement Types:

  • Walk 30 ft.
  • (+10 feet when charging)

Defense

AC
Shield Icon 3.png
18
Man Def
Shield Icon 3.png
17
Monster Health
51 25 4
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +6
Refl: +6
Will: +1

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+6
Sword Icon 3.png
Man Off
+6
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Great Axe +6 (1d8+1/19-20 x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 3x Great Axe +6 (1d8+1/19-20 x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 1x Throwing Axe +6 (1d8+1/19-20 x2)
    as slashing (physical, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Full Attack (Ranged):

  • 2x Throwing Axe +6 (1d8+1/19-20 x2)
    as slashing (physical, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Siege Damage:

  • 1x Sapper Picks +5 (1d2)

Statistics

17
STR
15
DEX
14
CON
8
INT
10
WIS
9
CHA

Skills:

Languages: Common, Orcish, Giant

Feats:

  • Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)

Special Abilities

Warrior's Surge (Su) Free Action, 1/Enc, Conditions

Once per encounter, after successful melee attack, an Orc Raider may choose to heal itself for 15 hit points as a free action.

Killer's Eye (Ex) Automatic

When making ranged attacks within thirty feet, Orc Raiders ignore the effects of cover (but not total cover) and concealment (but not total concealment).

Orc Raider

Orc Raider

Orc Raiders are possibly the most common sort of orcs encountered by adventurers, since Orc Raiders are the ones that leave their rude villages and go out to actively seek victims, treasure, and glory. Orc Raiders are quite fearless and smart enough to fight in deadly fashion. They will use cover and ranged attacks before they charge into battle with blood-curdling howls of killing glee.

Orc Raiders are a deadly menace to frontier towns and settlements, and their accuracy with their thrown axes is legendary.

Combat Tactics

Orc Raiders are savage attackers and raiders from the wildlands. In combat, they will stay at range for as long as possible, hurling axes with deadly effect thanks to their Killer's Eye and using five foot steps to creep within charging range. Once they have taken some damage and softened up their foes, they will charge into melee combat using their melee charge move bonus and use their Warrior's Surge to heal themselves for the coming battle. Orc Raiders are savage fighters and will try to position themselves so they can use their Combat Reflexes to make as many attacks of opportunity as possible. They fight to the death without hesitation.

Out of Combat

Orc Raiders are outdoorsy individualists who are seeking to advance their status within Orc 'society'. They roam restlessly, although they frequently will set up a semi-permanent base camp for a few weeks or months, from which they scour an area looking for prey. Rarely, they can be found in the larger permanent orc settlements, and there, their relative youth, inexperience, and lack of status is very evident in the scornful way they are treated by other orcs.

To put it mildly, Raiders are motivated to move up in orc society, and they are among the most bloodthirsty and merciless of all orcs.

Rewards

XP: 800

Treasure: Sellable Goods worth 813 gp.

Weight: 30 lbs.     Volume: 1.2 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 - 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)