Orcs of Harad and the South

Orcs of Harad and the South in Middle-earth for 5e

The arid lands of Harad are home to Orkish tribes known for their ability to survive in deserts and for their shrewdness. These orcs employ a variety of poisons that are found in the flora and fauna of these regions.



Seeker

The orcs of the South use these snufflers to find water and track prey. It is said that they can sense the warmth of blood at night.

Southern Orc Seeker

Small humanoid (orc), neutral evil

Armor Class 11 (none)
Hit Points 14 (4d6)
Speed 25 ft.

STR
8 (-1)
DEX
12 (+1)
CON
10 (+0)
INT
8 (-1)
WIS
16 (+3)
CHA
6 (-2)

Saving Throws Wisdom +5
Skills Perception +5, Survival +5
Senses darkvision 60 ft., passive Perception 15 (10 in daylight conditions, 20 in nighttime conditions)
Languages Orkish (Harad), Haradrim (one dialect)
Challenge 1/8 (25 XP)

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

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

Heat Sense. The orc seeker has advantage to Wisdom (Perception) checks to detect heat sources such as living bodies up to 15 ft. away.

Actions

Orkish Darts.Ranged Weapon Attack: +3 to hit, range 20 ft./60 ft., one target. Hit: 4 (1d4 + 1) piercing damage and the target's speed is reduced by 20 feet until the end of their next turn unless they make a successful DC 13 Constitution saving throw against poison.

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

Skirmisher

The orc skirmishers of Harad are sly snaga, ambushing their foes and melting away into the desert. They use this guerilla tactic to harry enemies of greater strength, relying on the trying conditions of the deserts to wear down their foes.

Southern Orc Skirmisher

Medium humanoid (orc), neutral evil

Armor Class 12 (leather)
Hit Points 21 (6d8 - 6)
Speed 30 ft.

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

Saving Throws Wisdom +3
Skills Perception +3, Stealth +3, Survival +3
Senses darkvision 60 ft., passive Perception 13 (8 in daylight conditions)
Languages Orkish (Harad), Haradrim (one dialect)
Challenge 1/4 (50 XP)

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

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

Actions

Orkish Shortbow.Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d6 + 1) piercing damage, and poisoned for 1 round on a failed DC 13 Constitution saving throw.

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

Nimble Escape (Bonus Action). The orc skirmisher can take the Disengage or Hide action as a bonus action on each of its turns.

Soldier

The orkish soldiers of the South are inexhaustible snaga, enduring the hot days and cold nights with little water. It is said that they drink the venoms of snakes and scorpions and it does not affect them.

Southern Orc Soldier

Medium humanoid (orc), neutral evil

Armor Class 14 (studded leather, shield)
Hit Points 36 (8d8)
Speed 30 ft.

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

Damage Resistance poison
Saving Throws Strength +2, Constitution +2, Wisdom +3
Skills Athletics +2
Senses darkvision 60 ft., passive Perception 11 (6 in daylight conditions)
Languages Orkish (Harad), Haradrim (one dialect)
Challenge 1/2 (100 XP)

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

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

Actions

Harad Orkish Spear.Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 4 (1d6) piercing damage.

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

Serpentmaster

The deserts of Harad and Far Harad are home to venomous vipers and serpents. The cleverer orcs of the South are known to use the venom to fashion poisons. Some go as far as living with deadly snakes.

Southern Orc Serpentmaster

Medium humanoid (orc), neutral evil

Armor Class 12 (hide)
Hit Points 54 (12d8)
Speed 30 ft.

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

Condition Immunities poisoned
Damage Resistance poison
Saving Throws Dexterity +2, Constitution +2, Intelligence +2, Wisdom +4
Skills Animal Handling +4, Insight +4, Medicine +4, Perception +4
Senses darkvision 60 ft., passive Perception 14 (9 in daylight conditions)
Languages Orkish (Harad), Haradrim (one dialect), Animal speech (serpent)
Challenge 2 (450 XP)

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

Concealed Viper. When the orc serpentmaster and a creature grapple, the creature must make a DC 13 Dexterity saving throw to avoid a strike from a viper hidden on the serpentmaster. On a failed saving throw, the creature is dealt 1 piercing damage. The creature is also poisoned for 1 hour unless they make a successful DC 13 Constitution saving throw.

Actions

Multiattack. The orc serpentmaster makes two attacks.

Poisoned Orkish Whip.Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 3 (1d4) slashing damage and 9 (1d8 + 4) poison damage. On a successful DC 13 Constitution saving throw the poison damage is half.

Flask of Poisonous Vapors.Area Attack: range 20 ft. Until the beginning of the serpentmaster's second turn, all creatures within 10 ft. of the broken flask take 9 (2d8) poison damage or half that on a successful DC 13 Constitution saving throw.

Captain

The orkish captains of the South are known for being especially cruel to both their enemies and to their own kind. Some say that it is better to be slain than taken captive.

Southern Orc Captain

Medium humanoid (orc), neutral evil

Armor Class 16 (half plate, shield)
Hit Points 54 (12d8)
Speed 30 ft.

STR
12 (+1)
DEX
8 (-1)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)

Saving Throws Constitution +2, Wisdom +4
Skills Deception +3, Intimidation +3
Senses darkvision 60 ft., passive Perception 12 (7 in daylight conditions)
Languages Orkish (Harad), Haradrim (one dialect), 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.

Actions

Multiattack. The orc captain makes two attacks.

Harad Orkish Flail.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 1) bludgeoning damage.

Cruel (Bonus Action). When the orc captain attacks successfully it deals an additional 4 (1d6) damage of the same type as the attack.