Orcs of the Misty Mountains and Wilderland in Middle-earth for 5e
The Misty Mountains loom on the western edge of Wilderland. It is here that Mount Gundabad and Moria served as strongholds to orc kingdoms. Their war drums bring dread to the folk who live in nearby vales and vallys, for these orcs are known to work with the wolves, and love to trouble Dwarves.
The Wilderland orc raider is a bloodthirsty snaga that enjoys killing, burning and destroying settlements. They move fast, aggressively charging in to the slaughter, massacring as they move.
Medium humanoid (orc), neutral evil
Armor Class 12 (leather)
Hit Points 27 (6d8)
Speed 30 ft.
Skills Perception +2, Stealth +3
Senses darkvision 60 ft., passive Perception 12 (7 in daylight conditions)
Languages Orkish (Wilderland), Westron
Challenge 1/4 (50 XP)
Sunlight Sensitivity. While in sunlight, the orc raider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Dwarf Grudge. The orc raider has advantage on Wisdom (Survival) and Wisdom (Perception) checks to track or notice Dwarves.
War Drums. The orc raider has a +1 bonus to attacks while it hears orkish war drums.
Aggressive. As a bonus action, the orc raider can move up to its speed toward a hostile creature that it can see.
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 and 1 poison damage.
Orkish Shortbow.Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 6 (1d6 + 1) piercing damage.
Bloodthirsty (Bonus Action). When the orc raider makes a successful melee attack it inflicts an additional 3 (1d4) damage. All attacks against the Wilderland raider have advantage until the beginning of its next turn.
The laziest orcs are given a sword and told to watch the gate. Or whatever. It's a good way to stand around complaining. But these snaga are always ready to have some fun with a hapless victim.
Medium humanoid (orc), neutral evil
Armor Class 14 (hide, shield)
Hit Points 36 (8d8)
Speed 30 ft.
Senses darkvision 60 ft., passive Perception 10 (5 in daylight conditions)
Languages Orkish (Wilderland), Westron
Challenge 1/2 (100 XP)
Keen Tunnel Senses. The orc guardsman has advantage on Wisdom (Perception) checks in underground structures.
Sunlight Sensitivity. While in sunlight, the orc guardsman has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Dwarf Grudge. The orc guardsman has advantage on Wisdom (Survival) and Wisdom (Perception) checks to track or notice Dwarves.
War Drums. The orc guardsman has a +1 bonus to attacks while it hears orkish war drums.
Lazy. The orc guardsman has disadvantage on Dexterity checks for initiative.
Orkish Scimitar.Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6) slashing damage.
The wolves of Wilderland often ally with orc tribes allowing the orcs to ride them. They are impatient, impulsive, and itching to charge through a line of Dwarves. For their mount, see Wolf in Monster Manual page 341 or Player's Handbook page 311.
Medium humanoid (orc), neutral evil
Armor Class 11 (padded)
Hit Points 28 (8d8 - 8)
Speed 30 ft.
Skills Animal Handling +3
Senses darkvision 60 ft., passive Perception 11 (6 in daylight conditions)
Languages Orkish (Wilderland), Westron, Animal speech (wolf)
Challenge 1 (200 XP)
Sunlight Sensitivity. While in sunlight, the orc wolf-rider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Dwarf Grudge. The orc wolf-rider has advantage on Wisdom (Survival) and Wisdom (Perception) checks to track or notice Dwarves.
War Drums. The orc wolf-rider has a +1 bonus to attacks while it hears orkish war drums.
Wolf Mount. The orc wolf-rider is normally mounted on a Wolf.
Impatient. The orc wolf-rider has a +2 bonus to Dexterity checks for initiative.
Charge. If the orc wolf-rider moves at least 30 feet straight toward a target and then hits it with a scimitar attack on the same turn, the target takes an extra 5 (1d8) slashing damage.
Multiattack. The orc wolf-rider makes two attacks.
Orkish Scimitar.Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6) slashing damage.
Orkish Shortbow.Ranged Weapon Attack: +2 to hit, range 80 ft./320 ft., one target. Hit: 4 (1d6) piercing damage.
Only the strongest and fearless snaga orcs lead the warbands. They maintain order in the ranks with physical force and are always ready to smash shields with an enemy.
Medium humanoid (orc), neutral evil
Armor Class 16 (ring mail, shield)
Hit Points 54 (12d8)
Speed 30 ft.
Skills Intimidation +3, Perception +3
Senses darkvision 60 ft., passive Perception 13 (8 in daylight conditions)
Languages Orkish (Wilderland), Westron
Challenge 2 (450 XP)
Sunlight Sensitivity. While in sunlight, the orc warband leader has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Dwarf Grudge. The orc warband leader has advantage on Wisdom (Survival) and Wisdom (Perception) checks to track or notice Dwarves.
War Drums. The orc warband leader has a +1 bonus to attacks while it hears orkish war drums.
Multiattack. The orc warband leader makes two attacks.
Wilderland Orkish Scimitar.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) slashing damage.
Bully (Bonus Action, Recharge 4-6). The orc warband leader chooses a creature within 5 ft., shoves it 10 ft. back, and triggers any opportunity attacks as it would from moving normally. On a successful DC 13 Strength saving throw the creature is shoved 5 ft. in the direction of its own choosing.