Orc Wardrummer
Orc Wardrummer (Leader; CR 13)
Chaotic Evil - Medium - Humanoid (Orc) |
---|
Lore: | Know (Local) | ||
24 | 42 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
31 | +21 |
Passive | Active |
Ambush: |
13+ |
on a d20 |
Senses:
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
672 | 336 | 25 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +15 |
Refl: | +9 |
Will: | +15 |
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 (no effect): Fear, all fear-based status effects, and fear-based attacks.
Offense
Standard Attack (Melee):
- 1x Bone Drumstick +20 (3d8+11/19-20 x2)
as bludgeoning (physical, common)
Full Attack (Melee):
- 3x Bone Drumstick +20 (3d8+11/19-20 x2)
as bludgeoning (physical, common)
Standard Attack (Ranged):
- 1x Piercing Shout +24 vs. AC (always hits on a 17+ on the die) (3d8+11/19-20 x2)
as sonic (energy, common)
(Increment: 50 ft.; Max Range: 50 ft.)
Full Attack (Ranged):
- 2x Piercing Shout +24 vs. AC (always hits on a 17+ on the die) (3d8+11/19-20 x2)
as sonic (energy, common)
(Increment: 50 ft.; Max Range: 50 ft.)
Siege Damage: Not siege capable
Statistics
18 |
STR |
14 |
DEX |
21 |
CON |
13 |
INT |
9 |
WIS |
17 |
CHA |
Special Abilities
Drum Roll (Ex) Part of a Move Action, 1/Rnd |
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, by rolling a Maneuver Offense check (1d20 + 21) vs. the target's Maneuver Defense. This is resolved in all ways as a normal Bull Rush combat maneuver, except that the Wardrummer may inflict 3d8+11 points of crushing (physical, common) damage on their victim if they succeed, and they may still take a swift and standard action after performing the bull rush. |
Shouted Orders (Ex; Leader Role) Swift Action 1/Rnd |
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. The targeted 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. |
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.This monster frequently has the Leader role, but may be set to different roles if desired.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 tribe's 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.
Inspirational Leadership is a tremendous boon to their allies, and they will strive to keep it running at all times.
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!
A Wardrummer will plunge to the attack fearlessly, and will transfer the heaviest attack they suffer each round to one of their fellow orcs who they feel is 'shirking', every chance they get. Other orcs consider this to be a badge of shame, and will strive to press into battle even harder.
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. If he is not pressed in battle, he will use his Drum Roll to move and attack. His Drum Roll 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 Inspirational Leadership 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.
Out of Combat
Wardrummers are not an 'official' part of Orc leadership, but their words carry weight, with Orc Warlords 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: 51,200 (Leader role included.)
Treasure: Sellable Goods worth 35,250 gp.
- Weight: 260 lbs. Volume: 10.4 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 | |
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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 | |
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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) |