Orc Warlord

From Epic Path
Revision as of 23:31, 3 February 2021 by Reese (talk | contribs) (Text replacement - "{{Malady | Name = | Intensity = | Save-Type = | Save-Mod = | Frequency = | Effect = | Fruition = | F-Duration = }} --> <!-- COMBAT TACTICS -->" to "{{Malady | Name = | Intensity = | Save-Type = | Save-Mod = | Freque...)
Jump to navigation Jump to search

Orc Warlord (HeavyCR 10)

Chaotic Evil - Medium - Humanoid (Orc)
Lore: Know (Local)
21 35
Basic DC Full DC
Initiative
Initiative Icon 2.png
17
Perception:
29 +19
Passive Active
Ambush:
8+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
28
Man Def
Shield Icon 3.png
28
Monster Health
420 210 16
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +12
Refl: +7
Will: +7

Strong Against:

  • (Heavy Role) Immunity (partial 3): Heavies are immune to the first three conditions applied to them during an encounter. If a fourth condition is applied to a heavy, 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.
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+16
Sword Icon 3.png
Man Off
+16
Sword Icon 3.png
Action
1
Points
  • Maneuver Offense Notes: +3 on Feints

Standard Attack (Melee):

  • 2x Warlord's Axe +16 (3d8+11/19-20 x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 4x Warlord's Axe +16 (3d8+11/19-20 x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 2x Orc Shotput +16 (3d8+17/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 50 ft.; Max Range: 50 ft.)

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

32
STR
15
DEX
18
CON
13
INT
13
WIS
13
CHA

Skills:

Languages: Giant, Common

Feats:

  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)

Special Abilities

Warlord's Surge (Ex)

Once per encounter as a free action, an Orc Warlord may choose to heal itself for 294 hit points. Using this ability also clears any and all status conditions the Orc Warlord is suffering from, such as Prone or Dazed. Using Warlord's Surge leaves the Warlord on his feet, ready to fight. The Orc Warlord may use this ability at the start of his turn even if he is dead, unconscious or is otherwise denied all actions by one or more status conditions. While this is technically a form of healing, Warlord's Surge represents the warlord's unfaltering courage in battle, and willingness to fight on.

As part of this surge, the warlord may make a free bonus attack with their Warlord's Axe on all foes in their reach, before they take their other actions. If all foes have wisely steered clear of them as they gathered themselves, they may instead make a free bonus attack with their Orc Shotput on all foes in their range. Neither of these triggered actions provokes attacks of opportunity.
Warlords typically use this after they are'killed' the first time in a battle, and will usually wait until their turn in combat has come, so as to render themselves effectively immune to all damage. Note that they do not TECHNICALLY have to wait, and if they choose to do so, they reset their initiative to whenever they activate their Surge. It is possible for an Orc Warlord to go down, wait until after all his enemies have acted, the pop up at the bottom of the same round he was 'killed', and take a whole other turn in combat! Indeed, it is not unheard of for Warlords to even flee battle in such circumstances, although it is rare....
Warlord's Dash (Ex)

Up to once per round, the warlord may make a full attack at the end of a charge attack, instead of a single attack. Warlords do not suffer the normal -2 penalty to AC when charging.

Massive Blows (Ex)

If an orc warlord hits the same target at least twice in a single round, that target must make a Fortitude save, DC 20, or be knocked Prone. If the target makes the save, they are instead Quelled until the start of their next turn. If a Warlord activates Massive Blows against a target that is already Quelled or Prone and they fail their saving throw, they are instead Splayed. Pairs of Warlords will sometimes attack together looking to do exactly this.

Reversal of Fortune (Ex; Heavy Role) Auto Upon Death
The first time in an encounter that a Heavy is reduced to zero or fewer hit points, it falls prone, apparently dead. But this is a ruse. When this occurs, the Heavy becomes immune to all damage and effects. However, it may not perform any actions (such as attacks of opportunity) until this immunity expires.

At the beginning of its next turn, any conditions the Heavy is currently suffering under (such as Prone) are immediately cleared, and its hit points are set to half its normal maximum (210 hit points). Furthermore, the Heavy may immediately Slide up to 8 squares (40 feet) as a free action, after which its immunity to damage expires. As forced movement, this Slide does not provoke attacks of opportunity, but even if it did, the Heavy is immune to all damage and effects until after the slide is completed. It must perform this Slide before any other actions during its turn, and the immunity expires at the beginning of its turn even if it chooses not to Slide first.

The Heavy is killed for good the second time its hit points are reduced to zero or less.

Orc Warlord

Orc Warlord

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

Orc Warlords aren't warlords in the sense that they are inspirational leaders who provide direction to their fellow orcs through stirring speeches and encouraging battle cries. Orc Warlords are called warlords because they are lords of war. Orc Warlords are incredibly mighty, beings who have fought among the ranks of the centurions and shown a heroic aptitude for butchery. They are fierce, nearly unkillable and impressively destructive.
Warlords typically aren't leaders of the tribe, as they aren't necessarily politically savvy. They rarely concern themselves with the logistics of how the legions will get enough food while on the march, or finding the best ground to camp without being exposed to enemy harassment. Instead, orc warlords are surrounded by servants, lovers, toadies, and sycophants, and are pampered, dressed in savage finery, and given the best armors and weapons. They are expected to live a life of debauchery and leisure, with no responsibilities except to fight when there is fighting to be done.
A single tribe raises as many warlords as they can, and for many tribes it is rare for more than one warlord to be encountered at a time. Instead, orc centurions are common companions to warlords on the battlefield, as well as the occasional Orc Wardrummer. However, for some orc tribes, prosperity and luck will allow them to elevate groups to warlord status, and great nations of orcs have been known to field scores of them.

Combat Tactics

Orc Warlords will try to use Warlord's Dash every round if they can, heedless of attacks of opportunity (they have Mobility). Combined with a faster-than-normal Walk speed, Warlord's Dash allows them to get a full attack off each round if there is an enemy in range. They will try to use the Charge maneuver to get into position for flanks, but they mainly just like running around the battlefield carving up weaklings.

They will use Massive Blow to soften up and debuff an opponent, frequently leaving them for nearby orc centurions to finish off. If there are more than one Warlord in a battle, they will often attack a single foe together at least once, hoping to Prone or even Splay it.
If they encounter a target too tough to hurt with Warlord's Dash, they will instead use five foot steps to set up flanks and use a Feint combat maneuver. This tactic reduces their damage, but it will allow a Warlord to defeat almost any foe, given time, and has the advantage that it will work when they are paired with even weaklings like Centurions.
Warlord's Surge can be used even after death. Indeed, most Warlords feel that's the BEST time to use it. If an enemy gathers around the Warlord to smite him with held actions, all the better, more hits. If an enemy ignores the Warlord? Even better! The flurry of Orc Shotput strikes made by a Surging Warlord has ended more than one battle in the Orc's favor.

Out of Combat

Orc Warlords are the indecorous and pampered 'tough guys' of their tribal unit. They spend their days in martial training and their evenings in wretched debauchery. Usually.

It is rare, but not unheard of, to find Orc Warlords who are more than simple killing engines, who have ambition beyond murder and filling their bellies. Those Warlords are the ones to be careful of. These Warlords are the ones who use their Surge ability after their enemies have acted, and then withdraw from battle.
Such Warlords are usually seen again.

Rewards

XP: 19,200 (Heavy role included.)

Treasure: Sellable Goods worth 13,750 gp.

Weight: 200 lbs.     Volume: 8 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)