Orcs of Angmar and the North

Orcs of Angmar and the North for Middle-earth for 5e

The dominion of Angmar far to the North developed in strength and many orcs served the Witch-King. Orcs of the North are hardy survivors, able to endure the harsh winter conditions of the mountains. The orkish metalsmiths of Angmar are ingenious in their production of strong and resilient armors and weapons. The orcs of the North also hold a long-held grudge against Dwarves, and will go out of their way to spread misery to them whenever the opportunity arises.



Tracker

The orc trackers of Angmar and the North are snufflers and are cowardly and weak. Because they are great at picking up trails long after they've gone cold, they are used by other orcs when hunting and patrolling.

Northern Orc Tracker

Small humanoid (orc), neutral evil

Armor Class 12 (padded)
Hit Points 18 (4d6 + 4)
Speed 25 ft.

STR
8 (-1)
DEX
12 (+1)
CON
12 (+1)
INT
8 (-1)
WIS
14 (+2)
CHA
6 (-2)

Saving Throws Constitution +3
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14 (9 in daylight conditions, 19 in nighttime conditions)
Languages Orkish (Angmar), Westron
Challenge 1/4 (50 XP)

Sunlight Sensitivity. While in sunlight, the orc tracker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Keen Senses. The orc tracker has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell in nighttime conditions.

Cowardly. The orc tracker has disadvantage to attacks when no allies appear to be nearby.

Cold Trail. The orc tracker can continue to track a target for 3 (1d4) weeks after the trail has gone cold for other trackers, but with disadvantage to Wisdom (Survival) checks to track.

Actions

Small Orkish Sling.Ranged Weapon Attack: +3 to hit, range 30 ft./120 ft., one target. Hit: 4 (1d4 + 1) bludgeoning damage.

Small Orkish Dagger.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) piercing damage.

Hunter

Spending long weeks in the wilderness hunting and patrolling, Northern orc hunters are merciless snaga. They are feared for their ferocity and will go out of their way to trouble Dwarves.

Northern Orc Hunter

Medium humanoid (orc), neutral evil

Armor Class 13 (hide)
Hit Points 38 (7d8 + 6)
Speed 30 ft.

STR
12 (+1)
DEX
10 (+0)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
6 (-2)

Saving Throws Constitution +3
Skills Perception +2, Survival +2
Senses darkvision 60 ft., passive Perception 12 (7 in daylight conditions)
Languages Orkish (Angmar), Westron
Challenge 1/4 (50 XP)

Sunlight Sensitivity. While in sunlight, the orc hunter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Dwarf Grudge. The orc hunter has advantage on Wisdom (Survival) and Wisdom (Perception) checks to track or notice Dwarves.

Ambusher. The orc hunter has advantage on attack rolls against any creature it has surprised.

Actions

Orkish Javelin.Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30 ft./120 ft., one target. Hit: 5 (1d6 + 1) piercing damage.

Orkish Shortsword.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) piercing damage.

Merciless (Bonus Action, 2/Day). When the orc hunter reduces a creature to 0 hit points with a melee attack it may inflict another wound on the helpless creature causing a failed death save unless the creature makes a successful DC 13 Constitution check.

Soldier

Performing the daily drudgeries of military life, Angmar's orc soldiers are hardy snaga troops. The smithies of Angmar produce fine metalwork which helps make its soldiers even more enduring.

Northern Orc Soldier

Medium humanoid (orc), neutral evil

Armor Class 15 (chain shirt, shield)
Hit Points 38 (7d8 + 6)
Speed 30 ft.

STR
12 (+1)
DEX
10 (+0)
CON
12 (+1)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)

Saving Throws Constitution +3
Condition Immunities stunned
Skills Survival +2
Senses darkvision 60 ft., passive Perception 10 (5 in daylight conditions)
Languages Orkish (Angmar), Westron
Challenge 1/2 (100 XP)

Sunlight Sensitivity. While in sunlight, the Angmaran soldier has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Dwarf Grudge. The Angmaran soldier has advantage on Wisdom (Survival) and Wisdom (Perception) checks to track or notice Dwarves.

Orkish Metalwork. The Angmaran soldier's chain shirt reduces all bludgeoning and slashing damage by 1, and its piercing weapons deal an additional 1 point (already included below).

Relentless (Recharges after a Short or Long Rest). If the Angmaran soldier takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

North Orkish Spear.Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 6 (1d6 + 2) piercing damage.

North Orkish Shortsword.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.

Bat Caller

Northern orc hordes are known to cohabit with colonies of bats, and some orcs have trained the colonies to do their bidding and use them tactically in battle. See Swarm of Bats (Monster Manual page 337).

Northern Orc Bat Caller

Medium humanoid (orc), neutral evil

Armor Class 12 (chain shirt)
Hit Points 42 (8d8 + 6)
Speed 30 ft.

STR
10 (+0)
DEX
8 (-1)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)

Saving Throws Constitution +3
Skills Animal Handling +3
Senses darkvision 60 ft., passive Perception 11 (6 in daylight conditions)
Languages Orkish (Angmar), Westron, Animal speech (bat)
Challenge 1 (200 XP)

Sunlight Sensitivity. While in sunlight, the orc bat caller has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Dwarf Grudge. The orc bat caller has advantage on Wisdom (Survival) and Wisdom (Perception) checks to track or notice Dwarves.

Great Bat Colony. At night the orc bat caller can call upon its trained swarm of bats that are normally active after dark.

Orkish Metalwork. The orc bat caller's chain shirt reduces all bludgeoning and slashing damage by 1.

Actions

Orkish Mace.Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6) bludgeoning damage.

Call Swarm. The orc bat caller sonically marks a point in sight up to 60 ft. away. The swarm of bats begins a vortex swarm around a 30 ft. cube centered on that point for up to 1 minute. The swarm acts as full cover. The caller may use an action to dismiss the swarm or set a new target point. A trained bat colony must be deployed to use this ability.

Call Air Strike. The orc bat caller sonically marks a target in sight up to 120 ft. away that has no cover. The swarm of bats swoop in to attack the target with a +4 attack bonus dealing 5 (2d4) piercing damage on each hit. A trained bat colony must be deployed to use this ability.

Captain

Orkish captains earn their rank in the North through achievement, intimidation, and verbally abusing the weaker orcs. Leading from the front they are not afraid of charging into the fray, especially if there are Dwarves to be crushed.

Northern Orc Captain

Medium humanoid (orc), neutral evil

Armor Class 16 (ring mail, shield)
Hit Points 64 (12d8 + 10)
Speed 30 ft.

STR
12 (+1)
DEX
8 (-1)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)

Saving Throws Constitution +3, Wisdom +3
Skills Intimidation +3
Senses darkvision 60 ft., passive Perception 11 (6 in daylight conditions)
Languages Orkish (Angmar), Westron, Black Speech
Challenge 2 (450 XP)

Sunlight Sensitivity. While in sunlight, the orc captain has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Dwarf Grudge. The orc captain has advantage on Wisdom (Survival) and Wisdom (Perception) checks to track or notice Dwarves.

Orkish Metalwork. The orc captain's ring mail reduces all bludgeoning and slashing damage by 1, and its piercing weapons deal an additional 1 point (already included below).

Actions

Multiattack. The orc captain makes two attacks.

North Orkish Warpick.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage.

North Orkish Shortsword.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.

Dishearten (Bonus Action, Recharge 5-6). As a bonus action, the orc captain's abusive words cause a target creature within 30 ft. to lose all temporary hit points; if the creature makes a successful DC 13 Wisdom saving throw they lose half their temporary hit points.