Orc Raiding Party
Level 5Abilities
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.
HP 75 (4 segments); Thresholds 50 (3 segments), 25 (2 segments)
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
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.
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.