Orcs of the East

Orcs of Rhûn and the East in Middle-earth for 5e

The orc tribes of the unknown Eastern lands are strange and mysterious. They are more nimble than their western counterparts and rumors tell of their shamans wielding dark and terrible magic. Evil runes embodied with blood magic are carved on some of the weapons and armor of the orcs of the East which may imbue them with unspeakable powers.



Scout

The orc scouts of the East are wily snufflers. They move swiftly and smoothly making them difficult to catch.

Eastern Orc Scout

Small humanoid (orc), neutral evil

Armor Class 13 (leather)
Hit Points 14 (4d6)
Speed 30 ft.

STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
8 (-1)
WIS
14 (+2)
CHA
6 (-2)

Saving Throws Dexterity +4
Skills Perception +4, Acrobatics +4
Senses darkvision 60 ft., passive Perception 14 (9 in daylight conditions, 19 in nighttime conditions)
Languages Orkish (Eastern), Easterling (one dialect)
Challenge 1/4 (50 XP)

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

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

Smooth Move. The orc scout has Armor Class 15 against opportunity attacks.

Actions

Orkish Darts.Ranged Weapon Attack: +4 to hit, range 20 ft./60 ft., one target. Hit: 5 (1d4 + 2) piercing damage.

Small Orkish Dagger.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage.

Hunter

The orc hunters of the East are persistent snaga that never seem to give up the hunt. These hunters rely on their silent approach and swift ambushes to overcome their prey.

Eastern Orc Hunter

Medium humanoid (orc), neutral evil

Armor Class 13 (leather)
Hit Points 27 (6d8)
Speed 30 ft.

STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)

Saving Throws Dexterity +4
Skills Perception +2, Stealth +4, Acrobatics +4
Senses darkvision 60 ft., passive Perception 12 (7 in daylight conditions)
Languages Orkish (Eastern), Easterling (one dialect)
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.

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

Actions

Orkish Darts.Ranged Weapon Attack: +4 to hit, range 20 ft./60 ft., one target. Hit: 5 (1d4 + 2) piercing damage.

Orkish Shortsword.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.

Persistent (Bonus Action, Recharge 6). When the orc hunter misses an attack it may use a bonus action to make an additional attack with disadvantage.

Soldier

The orkish soldiers of the East are fleet-footed. Some say that the cursed runes carved in their metals give them unnatural strength and power.

Eastern Orc Soldier

Medium humanoid (orc), neutral evil

Armor Class 17 (scale mail, shield)
Hit Points 36 (8d8)
Speed 30 ft.

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

Saving Throws Dexterity +3
Skills Acrobatics +3, Perception +2
Senses darkvision 60 ft., passive Perception 12 (7 in daylight conditions)
Languages Orkish (Eastern), Easterling (one dialect)
Challenge 1/2 (100 XP)

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

Spry (Bonus Action, Recharges after a Short Rest). The orc soldier moves an additional 15 ft. as a bonus action.

Cursed Armor Runes. While the orc soldier is evil it can sacrifice 5 hit points to gain advantage on its next attack roll.

Cursed Weapon Runes. While the orc soldier is evil it can sacrifice 3 hit points to inflict an additional 3 damage when an attack succeeds.

Actions

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

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

Shaman

Tales tell of blood magic and dark curses invoked by shamans among the orcs of the East. Some say that they cover their faces with veils to hide the fact that they are already dead. They are revered by other orcs for their spiritual protection and guidance.

Eastern Orc Shaman

Medium humanoid (orc), neutral evil

Armor Class 11 (none)
Hit Points 54 (12d8)
Speed 30 ft.

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

Damage Resistance necrotic
Saving Throws Dexterity +3, Charisma +3
Skills Perception +2, Arcana +2, Medicine +2, Deception +3
Senses darkvision 60 ft., passive Perception 12 (7 in daylight conditions)
Languages Orkish (Eastern), Easterling (one dialect), Black Speech
Challenge 2 (450 XP)

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

Spellcasting. The orc shaman is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC  11, +3 to hit with spell attacks). The orc shaman has the following spells prepared:
Cantrips (at will): chill touch, thaumaturgy
1st level (4 slots): blindness/deafness, inflict wounds, ray of sickness, shield, witchbolt
2nd level (3 slots): darkness, see invisibility, warding bond
3rd level (2 slots): counterspell, spirit guardians

Actions

Orkish Darts.Ranged Weapon Attack: +3 to hit, range 20 ft./60 ft., one target. Hit: 4 (1d4 + 1) piercing damage.

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

Flask of Tormented Souls (3/Day).Area Attack: range 20 ft. Until the beginning of the shaman's second turn, all creatures within 5 ft. of the broken flask take 11 (2d10) necrotic damage or half that on a successful DC 13 Charisma saving throw.

Reactions

Blood Magic. When an elf, half-elf, or Dunedain within 60 ft. of the orc shaman loses hit points, as a reaction the orc shaman may choose a target creature within 30 ft. that gains an equal number of temporary hit points.

Chieftain

The orc chieftain of the Eastern tribes are menacing and terrible. Evil runes inscribe curses on their armor and weapons, and their natural speed and agility make them formidable opponents.

Eastern Orc Chieftain

Medium humanoid (orc), neutral evil

Armor Class 17 (breastplate, shield)
Hit Points 54 (12d8)
Speed 30 ft.

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

Saving Throws Dexterity +3, Charisma +3
Skills Acrobatics +3, Perception +3, Intimidation +3
Senses darkvision 60 ft., passive Perception 13 (8 in daylight conditions)
Languages Orkish (Eastern), Easterling (one dialect), Black Speech
Challenge 2 (450 XP)

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

Cursed Armor Runes. While the orc chieftain is evil it can sacrifice 5 hit points to gain advantage on its next attack roll.

Cursed Weapon Runes. While the orc chieftain is evil it can sacrifice 3 hit points to inflict an additional 3 damage when an attack succeeds.

Actions

Multiattack. The orc chieftain makes two attacks.

Eastern Orkish Scimitar.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) slashing damage.

Menace (Recharge 6). The orc chieftain terrifies all creatures within 30 ft. causing all but allies to be frightened until the beginning of the orc chieftain's next turn, unless the creature makes a successful DC 13 Wisdom saving throw.