Orc Raiding Party

Level 5
Creature· humanoidGargantuanRemaster
AC
21
HP
75
Speed
25 ft.
Perception
+15
Fort
+10
Ref
+15
Will
+12
Weaknesses area-damage 5, splash-damage 5
Languages common, orcish
Skills athletics +13, intimidation +12
Recall Knowledge DC 20 (society)

Abilities

Ferocious Fall

The orc raiding party is about to lose a segment due to passing a Hit Point threshold


Effect The dying orc raiders lash out as they fall. Each enemy in a 5-foot emanation takes (1d6+2)[piercing|options:area-damage] damage (DC 19 reflex save); this occurs before the raiding party loses a segment.

Troop Defenses

HP 75 (4 segments); Thresholds 50 (3 segments), 25 (2 segments)

Troop Movement
Break Through◆◆◆

Frequency once per 10 minutes


Effect The orc raiders exploit a gap in enemy lines. The orc raiding party Strides twice; it can pass through spaces of Medium or smaller creatures but can't end its movement in them. All enemies whose spaces the orc raiding party passed through or were adjacent to at any point during their movement take (1d6+2)[piercing] damage (DC 19 reflex save). A creature who critically fails this save is also pushed 5 feet away from the orc raiding party. Break Through d

Iron Rain◆◆

The orc raiders launch a multitude of javelins at foes in a deadly volley. This volley is a 10-foot burst within 30 feet that deals 3d6 piercing damage with a DC 19 reflex save. When the orc raiding party is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.

Rip Them Up

1 to 3

Frequency once per round


Effect The orc raiders batter all enemies in a 5-foot emanation with coordinated knuckle dagger strikes (DC 19 reflex save). The damage depends on the number of actions.

1 (1d6+2)[piercing|options:area-damage] damage

2 (2d6+5)[piercing|options:area-damage] damage

3 (3d6+7)[piercing|options:area-damage] damage

Orc raiding parties are feared units whose unrelenting attacks and sheer ferocity make them capable, if not subtle, soldiers. Orc raiders take the duty of carrying their hold's banner into combat with deadly seriousness and will gladly risk grievous injuries to keep their hold's standard flying high.