The orcs, goblin-men, half-orcs, and uruk of Isengard in Middle-earth for 5e
Under Saruman's designs Isengard fills with orcs and strange new breeds of orc-like people: sly goblin-men, strong half-orcs, and the fearsome uruk-hai. They prepare to make war on the weaker peoples around them through both subterfuge and force.
Isengard archers are snaga orcs that rely on surprise to catch their foes unawares. They are known to use vile poison on their arrows.
Medium humanoid (orc), neutral evil
Armor Class 15 (chain shirt)
Hit Points 21 (6d8 - 6)
Speed 30 ft.
Saving Throws Strength +2
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13 (8 in daylight conditions)
Languages Orkish (Isengard), Westron
Challenge 1/2 (100 XP)
Sunlight Sensitivity. While in sunlight, the orc archer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Ambusher. The orc archer has advantage on attack rolls against any creature it has surprised.
Orkish Shortbow.Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 6 (1d6 + 2) piercing damage. The target must make a successful DC 13 Constitution saving throw against poison or take an additional 1 poison damage.
Orkish Shortsword.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
The warg-riders of Isengard are snaga orcs that travel light and fast on the backs of the intelligent and evil wargs. Both warg and rider love the thrill of the chase and taking down their prey in a single strike. For their mounts, see Warg or the Worg on Monster Manual page 341.
Medium humanoid (orc), neutral evil
Armor Class 11 (leather)
Hit Points 36 (8d8)
Speed 30 ft.
Saving Throws Strength +2
Skills Animal Handling +5
Senses darkvision 60 ft., passive Perception 11 (6 in daylight conditions)
Languages Orkish (Isengard), Westron, Warg-language
Challenge 1/4 (50 XP)
Sunlight Sensitivity. While in sunlight, the orc warg-rider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Charge. If the orc warg-rider moves at least 30 feet straight toward a target and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Orkish Lance.Melee Attack: +3 to hit, reach 10 ft. (disadvantage to hit targets at 5 ft.), one target. Hit: 7 (1d12) piercing damage.
Orkish Scimitar.Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) slashing damage.
Aggressive (Bonus Action). As a bonus action, the orc warg-rider can move up to its speed toward a hostile creature that it can see.
The snaga captains of Isengard drive their soldiers with threats and beatings.
Medium humanoid (orc), neutral evil
Armor Class 18 (chain mail, shield)
Hit Points 54 (12d8)
Speed 30 ft.
Saving Throws Strength +4, Charisma +3
Skills Intimidation +3
Senses darkvision 60 ft., passive Perception 11 (6 in daylight conditions)
Languages Orkish (Isengard), 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.
Multiattack. The orc captain makes two attacks.
Orkish Warhammer.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage.
Driving Threats (Recharge 5-6). The orc captain issues threats to other Isengard snaga orcs within 60 ft. granting them 5 temporary hit points for the next 3 rounds.
Goblin-men are known for their intelligence and their fighters are spry. They use soft shields that cause their enemies' weapons to stick, providing an opportunity for counterattack.
Medium humanoid (orc), neutral evil
Armor Class 15 (chain shirt, shield)
Hit Points 45 (10d8)
Speed 35 ft.
Saving Throws Dexterity +3
Skills Acrobatics +3
Senses darkvision 30 ft., passive Perception 10
Languages Westron
Challenge 1 (200 XP)
Multiattack. The goblin-man fighter makes two attacks.
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.
Shortsword.Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) piercing damage.
Soft Shield Parry (Recharge 4-6). When an opponent attacks and misses the goblin-man fighter with a melee attack, the attack is parried with its soft shield that causes melee weapons to get stuck momentarily. The goblin-man fighter's next attack against this opponent has advantage.
Saruman employs many goblin-men as spies who generally keep a low profile, gathering information, recruiting informants, and transporting messages.
Medium humanoid (orc), neutral evil
Armor Class 13 (chain shirt)
Hit Points 24 (8d8 - 8)
Speed 35 ft.
Saving Throws Intelligence +3, Wisdom +3, Charisma +3
Skills Stealth +2, Investigation +3, Insight +3, Deception +3
Senses darkvision 30 ft., passive Perception 11
Languages Westron, Black Speech, Rohan, Dunlendish
Challenge 1/2 (100 XP)
Multiattack. The goblin-man spy makes two attacks.
Dagger.Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 3 (1d4) piercing damage.
Quarterstaff.Melee Attack: +1 to hit, reach 5 ft., one target. Hit: 5 (1d8) bludgeoning damage.
Acid Spray. The goblin-man spy sprays acid from a bladder and hose affixed to the quarterstaff. All creatures in a 10 ft. cone must make a successful DC 13 Dexterity saving throw or take 3 (1d4) acid damage and be blinded until the beginning of the spy's next turn.
Goblin-man mystics employ a variety of deceptive tactics to aid their allies and protect themselves.
Medium humanoid (orc), neutral evil
Armor Class 10 (none)
Hit Points 36 (8d8)
Speed 35 ft.
Saving Throws Intelligence +4, Wisdom +2
Skills Arcana +4, Sleight of Hand +2, Deception +2, Medecine +2
Senses darkvision 30 ft., passive Perception 10
Languages Westron, Black Speech
Challenge 1/2 (100 XP)
Spellcasting. The goblin-man mystic is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The goblin-man mystic has the following spells prepared:
Cantrips (at will): mage hand, minor illusion, poison spray
1st level (4 slots): comprehend languages, disguise self, fog cloud, sleep
2nd level (3 slots): crown of madness, darkness, mirror image, suggestion
3rd level (2 slots): dispel magic, fear
Dagger.Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 3 (1d4) piercing damage.
Choking Fumes (Area Attack, Recharge 5-6). The mystic tosses a flask up to 15 ft. away issuing a noxious cloud over an area 10 ft. in radius and lasts for 5 rounds. Any creature in contact with the cloud makes a DC 13 Constitution saving throw. On a failed save they lose their movement and reaction, and takes 3 (1d4) poison damage. On a successful saving throw they only lose half their movement.
The Goblin-men overseers have a way with words that they use to manipulate those around them. Even their foes must beware engaging the overseer in discourse.
Medium humanoid (orc), neutral evil
Armor Class 16 (breastplate, shield)
Hit Points 42 (12d8 - 12)
Speed 35 ft.
Saving Throws Wisdom +3, Charisma +4
Skills Deception +4, Persuasion +4, Insight +3, Perception +3
Senses darkvision 30 ft., passive Perception 13
Languages Westron, Black Speech
Challenge 1 (250 XP)
Multiattack. The goblin-man overseer makes two attacks.
Rapier.Melee: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8) piercing damage.
Moral Paradox (Recharge 5-6). The overseer causes a target lawful creature to momentarily doubt its cause or methods. The creature loses its action and bonus action until the end of its next turn. If the creature makes a DC 13 Wisdom saving throw successfully then the creature only loses its bonus action until the end of its next turn.
Parry. The goblin-man overseer adds 3 to its AC against one melee attack that would hit it. To do so, the overseer must see the attacker and be wielding a melee weapon.
Athletic half-orc
Medium humanoid (orc), neutral evil
Armor Class 16 (chain mail)
Hit Points 54 (12d8)
Speed 30 ft.
Saving Throws Strength +4
Skills Athletics +4
Senses passive Perception 9
Languages Westron
Challenge 2 (450 XP)
Orkish Metalwork. The half-orc man-at-arms' chain mail armor reduces all bludgeoning and slashing damage by 1, and its piercing weapons deal an additional 1 point (already included below).
Multiattack. The half-orc man-at-arms makes two attacks.
Pike.Melee: +4 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 3) piercing damage.
Longsword (two-handed).Melee: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 2) slashing damage.
Aggressive (Bonus Action). As a bonus action, the half-orc man-at-arms can move up to its speed toward a hostile creature that it can see.
Counterstrike (Recharge 5-6). When the half-orc man-at-arms is struck by a melee attack it takes advantage of the opening to counterstrike the attacker for 5 (1d4+2) bludgeoning damage. If the attacker succeeds at a DC 13 Dexterity saving throw then only half that damage is dealt.
The half-orc champion is a relentless foe, willing to take any opponent on in single-combat or to stand alone outnumbered. Well-armored, the champion relies on dropping his enemies with overwhelming force before he does.
Medium humanoid (orc), neutral evil
Armor Class 17 (splint)
Hit Points 77 (14d8 + 14)
Speed 30 ft.
Saving Throws Strength +5
Skills Athletics +5, Intimidation +4
Senses passive Perception 9
Languages Westron
Challenge 3 (700 XP)
Orkish Metalwork. The half-orc champion's splint armor reduces all bludgeoning and slashing damage by 1, and its piercing weapons deal an additional 1 point (already included below).
Grappler. The half-orc champion has advantage on attack rolls against any creature grappled by it.
Multiattack. The half-orc champion makes two attacks.
Press the Attack (Bonus Action, Recharge 5-6). When the champion deals at least 20 melee damage on its turn it may use a bonus action to make an additional attack.
Greataxe.Melee: +5 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4) slashing damage.
Relentless (Recharges after a Short or Long Rest). If the half-orc champion takes 21 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
The half-orc commanders are inspiring figures that bring out the best in their troops and make them an effective fighting unit.
Medium humanoid (orc), neutral evil
Armor Class 19 (splint, shield)
Hit Points 63 (14d8)
Speed 30 ft.
Saving Throws Strength +4, Charisma +3
Skills Intimidation +3, Persuasion +3
Senses passive Perception 9
Languages Westron
Challenge 3 (700 XP)
Orkish Metalwork. The commander's splint armor reduces all bludgeoning and slashing damage by 1, and its piercing weapons deal an additional 1 point (already included below).
Leadership (Recharges after a Short or Long Rest). For 1 minute, the half-orc commander can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the commander. A creature can benefit from only one Leadership die at a time. This effect ends if the commander is incapacitated.
Multiattack. The half-orc commander makes two attacks.
Longsword.Melee: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.
Inspiring Commander (Recharge 4-6). All nonhostile creatures within 60 feet have advantage to all saving throws until the commander's next turn.
The Uruk warriors are large, strong, and intimidating. They tower over their snaga cousins and never miss an opportunity to smash heads.
Medium humanoid (orc), neutral evil
Armor Class 17 (half plate, shield)
Hit Points 77 (14d8 + 14)
Speed 30 ft.
Saving Throws Strength +6, Constitution +3
Skills Athletics +6
Senses darkvision 60 ft., passive Perception 9
Languages Black Speech, Westron
Challenge 3 (700 XP)
Grappler. The uruk warrior has advantage on attack rolls against any creature grappled by it.
Multiattack. The uruk warrior makes two attacks.
Uruk-hai Longsword (two-handed).Melee: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) slashing damage.
Grappling Strike. While grappling the uruk warrior can attack with an unarmed melee attack, +4 to hit, dealing 8 (1d6 + 4) lethal bludgeoning damage on hit.
Aggressive (Bonus Action). As a bonus action, the uruk warrior can move up to its speed toward a hostile creature that it can see.
The Uruk berserkers are a walking disaster to anything in their path. They have been known to cut down scores of allies to get to the enemy lines. They wear no armor and charge recklessly into the fray.
Medium humanoid (orc), neutral evil
Armor Class 13 (none)
Hit Points 91 (14d8 + 28)
Speed 35 ft.
Saving Throws Strength +6, Dexterity +5, Constitution +4
Skills Athletics +6, Intimidation +3
Senses darkvision 60 ft., passive Perception 9
Languages Black Speech, Westron
Challenge 3 (700 XP)
Charge. If the uruk berserker moves at least 30 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) slashing damage.
Multiattack. The uruk berserker makes two attacks.
Uruk-hai Scimitars (dual wield).Melee: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage.
Relentless (Recharges after a Short or Long Rest). If the uruk berserker takes 30 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Aggressive (Bonus Action). As a bonus action, the uruk berserker can move up to its speed toward a hostile creature that it can see.
Reckless (Bonus Action). When the uruk berserker makes a successful attack it may make an additional attack against a different target within 5 feet as a bonus action.
The Uruk warchiefs are indomitable and crafty opponents. Professional dealers of pain and letters of blood, they lead by fear and force.
Medium humanoid (orc), neutral evil
Armor Class 20 (plate, shield)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
Saving Throws Strength +6, Constitution +5, Charisma +2
Skills Athletics +6, Intimidation +3
Senses darkvision 60 ft., passive Perception 9
Languages Black Speech, Westron
Challenge 5 (1,800 XP)
I'll Be Back (Recharges after a Long Rest). If the uruk warchief is reduced to 0 hit points, after 1d4 rounds it regains 9 (1d10 + 3) hit points.
Multiattack. The uruk warchief makes two attacks.
Uruk-hai Longsword.Melee: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage.
Uruk-hai Shortbow with Poison Arrows.Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 4 (1d6) piercing damage. The target must make a successful DC 15 Constitution saving throw against poison or lose 1 hit die.