Orc Warlord: Difference between revisions

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m (Text replacement - " <!-- 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....)
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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 12
| CR | 20
   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>


| Min-CR = 10
| Min-CR = 9
| Max-CR = 17
| Max-CR = 25


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Sense-Precise-Hearing-Range =  
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| Sense-Echolocation-Range =  
| Sense-Echolocation-Range =  
| Sense-Scent-Range =  
| Sense-Scent-Range = 60
| Sense-Keen-Scent-Range =  
| Sense-Keen-Scent-Range =  
| Sense-Perfect-Scent-Range =  
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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 = 40
| Move-Type-Walk-Speed = 60
| 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 =  
| Move-Type-Greater-Climb-Speed =  
| Move-Type-Greater-Climb-Speed = 60
| Move-Type-Brachiating-Speed =  
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| Move-Type-Greater-Flight-Speed =  
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| Move-Type-Lesser-Swim-Speed =  
| Move-Type-Greater-Swim-Speed =  
| Move-Type-Greater-Swim-Speed = 60
| Move-Type-Jet-Speed =  
| Move-Type-Jet-Speed =  
| Move-Type-Lesser-Teleport-Speed =  
| Move-Type-Lesser-Teleport-Speed =  
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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") -->


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   <!-- 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 =  
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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") -->
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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") -->
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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") -->
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| 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 21:49, 11 February 2023

Orc Warlord (HeavyCR 20)

Chaotic Evil - Medium - Humanoid (Orc)
Lore: Know (Local)
41 55
Basic DC Full DC
Initiative
Initiative Icon 2.png
34
Perception:
46 +36
Passive Active
Ambush:
8+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
45
Man Def
Shield Icon 3.png
45
Monster Health
2,036 1,018 38
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +22
Refl: +17
Will: +17

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
+29
Sword Icon 3.png
Man Off
+33
Sword Icon 3.png
Action
1
Points
  • Maneuver Offense Notes: +3 on Feints

Standard Attack (Melee):

  • 2x Warlord's Axe +29 (5d8+34/19-20 x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 4x Warlord's Axe +29 (5d8+34/19-20 x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 2x Orc Shotput +29 (6d8+41/19-20 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 Dash (Ex) Full Attack Action, 1/Rnd, after Charge Maneuver

Up to once per round, the warlord may take a full attack action after they complete a Charge combat maneuver. Warlords do not suffer the normal -2 penalty to AC when charging.

Massive Blows (Ex) Automatic after two hits in same round

If an orc warlord hits the same target at least twice in a single round, that target must make a Fortitude save, DC 30, 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.

Warlord's Surge (Ex; Heavy Role) SPECIAL, Usable After Death, Free Action

Once per encounter as a free action, an Orc Warlord may choose to heal itself for 1425 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 free 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.... An Orc Warlord must use their Surge before the combat ends, however, or else they are merely dead.

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.

This monster frequently has the Heavy role, but may be set to other roles if desired.

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 is 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: 614,400 (Heavy role included.)

Treasure: Sellable Goods worth 239,333 gp.

Weight: 400 lbs.     Volume: 16 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)