Orcs of Mordor

The orcs and uruk of Mordor for Middle-earth for 5e

Sauron's plans for domination are served by a great army of orcs made up of snufflers, snaga, and uruk-hai. The engines of war are crafted and honed by orkish engineers and slave labor. The forges and smithies of Mordor yield weapons and armor of strong orkish metallurgy. A hatred of elvenkind permeates all ranks.



Snuffler

Although the snuffler is smaller than other orcs, one should not underestimate its viciousness. Their keen senses are put to use by the orcs when searching and patrolling.

Mordor Snuffler

Small humanoid (orc), neutral evil

Armor Class 12 (leather)
Hit Points 10 (4d6 - 4)
Speed 30 ft.

STR
10 (+0)
DEX
12 (+1)
CON
8 (-1)
INT
8 (-1)
WIS
14 (+2)
CHA
6 (-2)

Saving Throws Strength +2
Skills Perception +4, Stealth +3
Senses darkvision 60 ft., passive Perception 19 (14 in direct sunlight)
Languages Orkish (Mordor), Westron
Challenge 1/4 (50 XP)

Keen Senses. The snuffler has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell unless in direct sunlight.

Actions

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

Reactions

Vicious. When an attacker is not wearing heavy armor and misses an attack against the snuffler, it may use its reaction to inflict 1 slashing damage to the attacker.

Orc Fusileer

The snaga fusileers man the mechanized missile weapons and carry newly-invented heavy crossbows that they use to spread fire and chaos among the enemy ranks.

Mordor Orc Fusileer

Medium humanoid (orc), neutral evil

Armor Class 15 (chain shirt)
Hit Points 21 (6d8 - 6)
Speed 30 ft.

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

Saving Throws Strength +2
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Orkish (Mordor), Westron, Black Speech
Challenge 1/2 (100 XP)

The Elf Dies First. The orc fusileer will always favor attacking elves over others.

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

War Drums. The orc fusileer has a +1 bonus to attacks and saving throws while it hears orkish war drums.

Actions

Orkish Heavy Crossbow with Fiery Bolts.Ranged Weapon Attack: +4 to hit, range 100 ft./400 ft., one target, loading. Hit: 8 (1d10 + 2) piercing damage. The target must make a successful DC 13 Dexterity saving throw or they also take 3 (1d4) heat damage.

Orkish Scimitar.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage.

Wild Volley (Recharge 6). The orc fusileer's shoots a handful of ill-fitted bolts at an area within a 60 foot cone. For each target in the cone the fusileer rolls a ranged attack with +0 attack bonus; on a hit the target takes 5 (1d6 + 1) piercing damage.

Orc Infantryman

The snaga orc infantry are as trained to be an army as orcs can be. That is, if their discipline holds, they can form a decent shield wall.

Mordor Orc Infantryman

Medium humanoid (orc), neutral evil

Armor Class 17 (half plate, shield)
Hit Points 27 (6d8)
Speed 30 ft.

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

Saving Throws Strength +2
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Orkish (Mordor), Westron, Black Speech
Challenge 1/2 (100 XP)

The Elf Dies First. The orc infantryman will always favor attacking elves over others.

Orkish Metalwork. The orc infantryman's armor reduces all bludgeoning and slashing damage by 1.

War Drums. The orc infantryman has a +1 bonus to attacks and saving throws while it hears orkish war drums.

Hold the Line. While the orc infantryman is standing shoulder-to-shoulder with two allied infantrymen bearing shields, the infantryman gains +1 Armor Class.

Actions

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

Orc Engineer

The cleverest snaga are employed as engineers, constructing the siege weapons and fortifications of the army. Inventing novel ways to maim and kill is the most fulfilling task they can perform. It is said that an orkish engineer can start a fire with only a handful of water.

Mordor Orc Engineer

Medium humanoid (orc), neutral evil

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

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

Saving Throws Intelligence +3
Skills Investigation +5
Senses darkvision 60 ft., passive Perception 10
Languages Orkish (Mordor), Westron, Black Speech
Challenge 1/4 (50 XP)

The Elf Dies First. The orc engineer will always favor attacking elves over others.

Orkish Metalwork. The orc engineer's armor reduces all bludgeoning and slashing damage by 1.

War Drums. The orc engineer has a +1 bonus to attacks and saving throws while it hears orkish war drums.

Actions

Orkish Heavy Crossbow with Fiery Bolts.Ranged Weapon Attack: +2 to hit, range 100 ft./400 ft., one target, loading. Hit: 7 (1d10 + 1) piercing damage. The target must make a successful DC 13 Dexterity saving throw or they also take 3 (1d4) heat damage.

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

Pyromancy (Recharge 5-6). The orc engineer sprays a fluid in a 15 foot cone. All creatures within the conemust make a successful DC 13 Dexterity saving throw or become highly flammable. Until they are completely submerged under water, immolated, or take a short rest, any flames within 5 feet or heat damage cause them to immolate dealing 1d10 damage at the end of each of their turns. They may take an action to extinguish the flames.

Reactions

Redirect Attack. When a creature the orc engineer can see targets it with an attack, the orc engineer chooses another orc within 5 feet of it. The two orcs swap places, and the chosen orc becomes the target instead.

Orc Captain

Orc captains in the armies of Mordor are the meanest, diabolically-minded, and menacing of the snaga that take delight in tormenting the weak.

Mordor Orc Captain

Medium humanoid (orc), neutral evil

Armor Class 18 (chain mail, shield)
Hit Points 54 (12d8)
Speed 30 ft.

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

Saving Throws Strength +4, Charisma +3
Skills Intimidation +3
Senses darkvision 60 ft., passive Perception 11
Languages Orkish (Mordor), Westron, Black Speech
Challenge 2 (450 XP)

The Elf Dies First. The orc captain will always favor attacking elves over others.

Orkish Metalwork. The orc captain's armor reduces all bludgeoning and slashing damage by 1.

War Drums. The orc captain has a +1 bonus to attacks and saving throws while it hears orkish war drums.

Actions

Multiattack. The Mordor orc captain makes two attacks.

Orkish Warhammer.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage.

Menace (Bonus Action, Recharge 5-6). As a bonus action, the orc captain describes in detail a horrific torment he will perform to a creature within 60 feet. If that creature can understand the threat it becomes frightened for 3 (1d4) rounds unless it makes a successful DC 13 Wisdom saving throw.

Uruk Warrior

The Uruk warriors are large, strong, and intimidating. Their armor and weapons are hooked and barbed to inflict pain as they grab and smash their opponents.

Mordor Uruk-hai Warrior

Medium humanoid (orc), neutral evil

Armor Class 17 (half plate, shield)
Hit Points 77 (14d8 + 14)
Speed 30 ft.

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

Saving Throws Strength +5, Constitution +3
Skills Athletics +5
Senses darkvision 60 ft., passive Perception 9
Languages Black Speech, Westron
Challenge 3 (700 XP)

The Elf Dies First. The uruk warrior will always favor attacking elves over others.

Grappler. The uruk warrior has advantage on attack rolls against any creature grappled by it.

Hold the Line. While the uruk warrior is standing shoulder-to-shoulder with two allied warriors bearing shields, the warrior gains +1 Armor Class.

Barbed Armor. When the uruk warrior is shoves, is shoved, or grapples then the opponent must make a succesful DC 13 Dexterity saving throw or take 3 (1d4) piercing damage.

Hooked Weapon. The uruk warrior has advantage when attempting to disarm an opponent and has disadvantage when resisting disarm attempts.

Actions

Multiattack. The uruk warrior makes two attacks.

Uruk-hai Longsword.Melee: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.

Aggressive (Bonus Action). As a bonus action, the uruk warrior can move up to its speed toward a hostile creature that it can see.

Uruk Shocktrooper

The Uruk shocktroopers are intense, professional killers. They specialize in breaking shield walls and morale. Where they strike there is fear.

Mordor Uruk-hai Shocktrooper

Medium humanoid (orc), neutral evil

Armor Class 18 (plate)
Hit Points 91 (14d8 + 28)
Speed 30 ft.

STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
8 (-1)

Saving Throws Strength +5, Constitution +4
Skills Athletics +5, Intimidation +3
Senses darkvision 60 ft., passive Perception 9
Languages Black Speech, Westron
Challenge 4 (1,100 XP)

The Elf Dies First. The uruk shocktrooper will always favor attacking elves over others.

Charge. If the uruk shocktrooper 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.

Barbed Armor. When the uruk shocktrooper is shoves, is shoved, or grapples then the opponent must make a succesful DC 13 Dexterity saving throw or take 3 (1d4) piercing damage.

Hooked Weapon. The uruk shocktrooper has advantage when attempting to disarm an opponent and has disadvantage when resisting disarm attempts.

Actions

Multiattack. The uruk shocktrooper makes two attacks.

Uruk-hai Greatsword.Melee: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Relentless (Recharges after a Short or Long Rest). If the uruk shocktrooper 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 shocktrooper can move up to its speed toward a hostile creature that it can see.

Break the Line (Bonus Action). When the uruk shocktrooper makes a successful melee attack it may use a bonus action to push the target back 10 feet unless the target makes a successful DC 14 Strength saving throw.

Uruk Warchief

The Uruk warchiefs of Mordor the undisputed best of the Uruks, and they know it. Hated for their haughty attitude, they back it up with immense strength and power.

Mordor Uruk-hai Warchief

Medium humanoid (orc), neutral evil

Armor Class 20 (plate, shield)
Hit Points 105 (14d8 + 42)
Speed 30 ft.

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

Saving Throws Strength +5, Constitution +5, Charisma +2
Condition Immunities frightened, charmed
Skills Athletics +5, Intimidation +3
Senses darkvision 60 ft., passive Perception 9
Languages Black Speech, Westron
Challenge 5 (1,800 XP)

Barbed Armor. When the uruk warchief is shoves, is shoved, or grapples then the opponent must make a succesful DC 13 Dexterity saving throw or take 3 (1d4) piercing damage.

Hooked Weapon. The uruk warchief has advantage when attempting to disarm an opponent and has disadvantage when resisting disarm attempts.

Actions

Multiattack. The uruk warchief makes two attacks.

Uruk-hai Longsword.Melee: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) 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.