Named after their distinctly different skin pigments (typically but not always Greenish in colour), many suspect that the Greenskins represent those among the Third Creation that were heavily influenced and deceived by the Demons in order to bring about the Downfall. This would explain their vile degenerate forms, violent dispositions, and reduced intellectual capacity. While they are not actually Demonic beings, the influence that Demons have had on them sets them at odds with the rest of the Third Creation.
The Codex of Creation separates Greenskins into several Metaraces, each with common characteristics:
Goblinkind
The smallest and most devious of the Greenskin races are known as Goblinkind. But even within Goblinkind, there are smaller and larger variants.
Booger
The most stunted and sickly looking of all Goblinkind are the Boogers. These runts are treated as vermin by other Greenskins and lack the basic intelligence to even form a language that consists of more than two words; booger and lugie.
Goblin
Similar in size to a Halfling, but possessing none of their innate charm, Goblins have small beady eyes, hooked noses, long leathery ears, and razor sharp teeth. Their broad skulls make them almost look comically top heavy, but their disposition is cruel and malevolent.
Read more…Goblins live in large chaotic tribal communities, where allegiances constantly shift in a never ending power struggle. This reduces them generally to a nuisance more than a true threat to civilized lands. However when a particularly influential leader rises up among them, they may set aside their own conflicts long enough to overrun small villages or unwalled towns. When the looting and pillaging is at an end, they will promptly attempt to found a new settlement, for Goblins prefer to live among the ruins and filth of other civilizations rather than build their own.
Although they are often found in the company of Orcs, Goblins actually despise their larger cousins as bullies and conquerors, for Orcs will routinely subjugate Goblin tribes. Once conquered, Goblins are pressed into service as forced labour, fodder for some meaningless war, or even just idle and gruesome entertainment. Worse yet, if food ever runs short, Goblins make for a quick snack.
Hobgoblin
Averaging around 4-5 feet tall, Hobgoblins are the larger cousins of standard Goblins and are sometimes referred to as Half-goblins, though what the other half would be is unknown. While sharing many of the same physical traits and general cruelty of all Goblinkind, they are treated as outsiders by their own kind therefore are not typically found in large numbers. Due to their size advantage they are quite capable of bullying their smaller cousins into obedience and can at times be found running a small Goblin warband. More likely however, they are found in the employment of local gangs and small time landowners for they are born mercenaries. For the right price their loyalty can be bought and is surprisingly fierce, that is until someone offers them a better deal.
Orckind
Orckind refers to any species with at least some orcish blood. Given their violent tendencies and hideous forms, its assumed that no one other than another Orc would wish to reproduce and with an Orc, allowing Orckind to maintain its savage bloodline. When mixed parentage does exist, the Orcish blood runs strong. A Half-orc, regardless of what other racial heritage it shares, is still undeniably Orckind.
Orc
Of the all Greenskin races, none are as numerous or feared as the Orcs. While not the largest of all the Greenskin races, they are undoubtedly larger, stronger, and tougher than any humanoid. In any land, history will record accounts of Orcish raiders pillaging coastlines tfor as long as the written word has existed, and their propensity for violence and slaughter is well-known. Read more…
To most civilized races the Orcs are nothing more than a savage and disorganized horde, bent on sowing destruction and chaos. This reputation proceeds the Orcish tribes whenever they venture forth from their homelands. Their crude ships appear as if out of a nightmare, spewing forth a teeming mass of brutish warriors. With frightening zeal they ravage any settlements that happen to be nearby, sometimes driving further inland to take on larger more temping prizes.
In rare cases Orcs have been known to establish encampments of their own. For all their savagery they are a disorganized lot, prone to infighting and easily defeated if faced with a more numerous well coordinated army. Only in the wildest lands that lack organized military forces have any Orc encampments survived long enough to become established settlements. More often than not the Orcish raiders leave as quickly as they arrived, ships brimming with the spoils of war. In their wake they leave behind smoldering ruins and a rich harvest of death and sorrow. Perhaps worst of all is their reviled habit of leaving their seed within the womb of any woman unfortunate enough to survive.
These practices have branded all Orcs as mindless and uncivilized brutes. However apt this stereotype may be, it is not universally true, particularly among those tribes that live in isolated settlements in the wilds. Though these tribes usually remain primitive, they are capable of remarkable acts of kindness and mercy, in their own right. As individuals, some Orcs have even been known to act with honor and courage that would put other races to shame. But any Orc, no matter what tribe or background they come from, will always be feared and mistrusted by common folk, forever considered an enemy of civilization.
Half-Orc
If Orcs are reviled for being true to their nature, Half-Orcs are all the more reviled and outcast from society as the product of that brutal Orcish nature. Born of the unnatural union of Orcs and Humanoids, they are not a true race of the Third Creation, but rather a by-product. Read more…
They have no family or sense of belonging, for they are typically born as a result of Orc raiders raping human women, who then usually die in childbirth or simply disown their unwanted offspring. Half-Orcs have no place in either world, for among Orcs they are seen as weak in a society that respects only strength, and among humanoids they are seen as monsters to be feared or at best, pitied. This makes Half-Orcs solitary creatures, living on the outskirts of society, scrapping by in whatever way they can, and prone to wandering.
As a gift from their Orc fathers, they retain some of their size and strength, and most of their fearsome appearance, though their features are somewhat softened by their humanoid half. Likewise their humanoid heritage strips away some of the influence of the Demons that is bred into full-blood Orcs. Born into a hard life, no matter what path they take, Half-Orcs are always forced to defend themselves against prejudice and discrimination, usually physically. This makes them excellent Brawlers, and results in a natural inclination toward close combat, though they are certainly capable of more than that.
In fact, if the social stigma of their existence could be overcome, in some ways they are a superior race, possessing the the strengths of both races with few of the weaknesses. Those smart enough to recognize this fact will often seek to employ Half-Orcs as bodyguards, for their loyalty can be ensured for a reasonable price and their fearsome presence persuades most to keep their distance.
Ogrekind
Though the telltale green skin pigments are much subtler and often include blue or grey tones, Ogrekind still share an undeniable heritage with the other Greenskin races. They are the largest of all Greenskin’s, and come in one and two-headed varieties.
Ogre
Ogres are mountains of flesh, towering over most races of the Third Creation, and possessing unrivaled strength and stamina. Read more…
Ogres also possess a voracious appetite. This is perhaps a saving grace, for it is difficult for Ogrekind to congregate together. There is rarely enough food and resources to sustain a large population of Ogres for very long. When they do live together in tribes they are nomadic. Standing near the pinnacle of the food chain, they will wipe out all food sources in an area and then move on to fresh hunting groups.
Unlike their smaller and more warlike Orcish cousins, Ogres do not typically seek to conquer others. However, if anyone should challenge their right to food and resources, Ogres will attack with unprecedented brutality, that ends only when all opposition is removed, and likely eaten.
Their lumbering, almost clumsy, mannerisms and slow pace of speech, give Ogres an appearance of being unintelligent, however, this is not necessarily the case. In fact some Ogres are even intelligent enough to master the spiritual arts, granting them elevated status in the tribe as Ogre-mages.
Ettin
Ettins are rare two headed Ogres. Prone to arguing with themselves, if they can ever agree on anything, they will pursue it with twice the resolve of any lesser Ogre. Most often it is best to run before they agree to make a meal out of you.
Codex of Greenskins
The Codex of Greenskins is the master list of all Greenskins available for encounters and roleplaying for Realm of Strife GMs. While the framework for all known and theorized Greenskins exists, not all entries are currently complete. The Codex of Greenskins continues to expand as designers create new entries.
If you are looking for a Greenskin that does not appear in this list please contact us and request that an entry be added to the codex and we will endeavor to publish your request in a timely manner.
Creation | Order | Creature Name | Metarace | Race | Variant | Class/Role | Rank/Title | Alternate Names | publish? | Origins | Climate | Habitat | Level | HP (at lvl) | XP | Threat Rating | Size | Size Mod | Melee Mod | Ranged Mod | Spirit Mod | Faith Mod | Defense | Resistances | Stats | Languages | Senses | Form | Armor | Weapons | Alternate | Skills | Traits | Extra | Drops | Description |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Third | Greenskin | Booger, Grand Lugie | Goblinkind | Booger | Worker | Grand Lugie | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 3 | 23 (12+3d6) | 4 | 1 | Tiny (Upright) | -4 | +5 Hit; 6% Crit. (95+) | 0 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | -2 Hit; 4% Crit. (97+) | AC 16; Armor 4; Dodge 12 |
Arcane 14; Elemental 14; Natural 8; Holy 5; Demonic 11; Mental 13 | Move 5; Str 8; Agil 13; Stam 7; Int 7; Wis 6; Avd 12; Per 8; Res 5; Init 7; Cha 4 | Can understand Goblin, but can only speak 2 words, "Booger" and "Lugie". They seemingly vary the pitch and tone of the words to communicate various concepts with one another, though no one else bothers to study them long enough to understand the differences. | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x4 | Small melee weapons, typ. Cleaver (1d8+1 damage) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
A Grand Lugie will only be present if there is more than one Booger mob present |
0-1 Stale bread, 1d6 SP | |||||
Third | Greenskin | Booger, Lugie | Goblinkind | Booger | Worker | Lugie | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 2 | 16 (9+2d6) | 3 | 1 | Tiny (Upright) | -4 | +3 Hit; 5% Crit. (96+) | -1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 14; Armor 3; Dodge 11 |
Arcane 12; Elemental 12; Natural 6; Holy 3; Demonic 9; Mental 11 | Move 5; Str 8; Agil 12; Stam 6; Int 6; Wis 5; Avd 11; Per 8; Res 4; Init 6; Cha 2 | Can understand Goblin, but can only speak 2 words, "Booger" and "Lugie". They seemingly vary the pitch and tone of the words to communicate various concepts with one another, though no one else bothers to study them long enough to understand the differences. | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x3 | Can use most low end small weapons, typ. Rondel (1d6+1 damage) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Usually 1 Lugie per mob |
1d3 SP | |||||
Third | Greenskin | Boogerling | Goblinkind | Booger | Worker | Boogerling | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 1 | 10 (6+1d6) | 1 | 0 | Tiny (Upright) | -4 | +1 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -5 Hit; 2% Crit. (99+) | -6 Hit; 2% Crit. (99+) | AC 12; Armor 2; Dodge 10 |
Arcane 10; Elemental 10; Natural 4; Holy 1; Demonic 7; Mental 9 | Move 5; Str 7; Agil 11; Stam 5; Int 5; Wis 4; Avd 10; Per 8; Res 3; Init 5; Cha 1 | Can understand Goblin, but can only speak 1 word, "Booger". They seemingly vary the pitch and tone of the word to communicate various concepts with one another, though no one else bothers to study them long enough to understand the differences. | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x2 | Bits of scrap metal or crude blunt objects (1d3 dam) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Docile: Will typically not attack unless provoked/threatened |
Usually found in mobs of 8-16 |
0-1 SP | |||||
Third | Greenskin | Ettin Hexxer | Ogrekind | Ettin | Witchdoctor | Hexxer | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Hill, Mountain | 4 | 71 (45+4d12) | 26 | 4 | Large (Upright) | 2; Crushing Blow 2 | +2 Hit; 5% Crit. (96+); +1 Damage | +2 Hit; 5% Crit. (96+) | -1 Hit; 4% Crit. (97+) | +1 Hit; 5% Crit. (96+) | AC 31; Armor 24; Dodge 7 Malevolent Bone-Nose Piercing (returns 10% of damage taken as Demonic attack to target within 4") |
Arcane 12; Elemental 30; Natural 18; Holy 9; Demonic 15; Mental 14 | Move 4; Str 15; Agil 9; Stam 15; Int 6; Wis 8; Avd 7; Per 9; Res 7; Init 7; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x4 plus Hide, Thick x8 | Simple Spear made from bone, rock, and/or wood (2H damage but used in one hand 1d10+1 dam) + Off-hand Fist (1d8 dam) | Tier 2 demonic powers x4 (must roll vs difficulty) typ. instants: Curse of Lethargy, Curse of Unbelief typ. actions: Demon Well, Burning Itch Hex Bolt (unlimited use, no difficulty roll, 1d8 dam, rng 10, missile) |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met |
Two heads: Critical miss chance is doubled due to potential for 2 heads to argue with each other. Also allows for casting one extra instant OR one extra action each round. Heads always alternate sleeping, allowing Ettins to always be awake. |
0-1 Demonic Runes | ||||
Third | Greenskin | Ettin Witchdoctor | Ogrekind | Ettin | Witchdoctor | Witchdoctor | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Hill, Mountain | 8 | 132 (80+8d12) | 43 | 6 | Large (Upright) | 2; Crushing Blow 2 | +4 Hit; 6% Crit. (95+); +1 Damage | +6 Hit; 7% Crit. (94+) | +4 Hit; 6% Crit. (95+) | +7 Hit; 7% Crit. (94+) | AC 37; Armor 32; Dodge 5 Malevolent Bone Nose-Piercing x2 (returns 20% of damage taken as Demonic attack to target within 4") |
Arcane 14; Elemental 32; Natural 21; Holy 11; Demonic 18; Mental 17 | Move 4; Str 16; Agil 7; Stam 16; Int 7; Wis 10; Avd 5; Per 9; Res 8; Init 8; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x8 plus Hide, Thick x8 | Simple Spear made from bone, rock, and/or wood (2H damage but used in one hand 1d10+1 dam) + Off-hand Fist (1d8 dam) | Tier 4 Demonic Powers x4 (must roll vs difficulty) typ. instants: Curse of Calamity, Curse of Pride typ. actions: Font of Evil, Blistering Plague Hex Bolt II (unlimited use, no difficulty roll, 2d8 dam, rng 20, missile) |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met |
Two heads: Critical miss chance is doubled due to potential for 2 heads to argue with each other. Also allows for casting one extra instant OR one extra action each round. Heads always alternate sleeping, allowing Ettins to always be awake. |
0-3 Demonic Runes | ||||
Third | Greenskin | Ettin, War | Ogrekind | Ettin | Brute | War | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Hill, Mountain | 5 | 89 (56+5d12) | 24 | 4 | Large (Upright) | 2; Crushing Blow 2 | +3 Hit; 6% Crit. (95+); +1 Damage | +3 Hit; 6% Crit. (95+) | -7 Hit; 1% Crit. (100+) | -7 Hit; 1% Crit. (100+) | AC 41; Armor 34; Dodge 7; Noisy 6 |
Arcane 10; Elemental 32; Natural 16; Holy 7; Demonic 11; Mental 10 | Move 4; Str 16; Agil 9; Stam 16; Int 5; Wis 5; Avd 7; Per 9; Res 6; Init 6; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x6 plus Hide, Thick x8 | Battle Axe (1d10+2 damage) & Morning Star (1d8+2 damage) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties |
Two-heads: Critical miss chance is doubled due to potential for 2 heads to argue with each other. Heads always alternate sleeping, allowing Ettins to always be awake. |
1d4 Trail Rations, 1d4 GP | |||||
Third | Greenskin | Ettin, Wild | Ogrekind | Ettin | Brute | Wild | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Hill, Mountain | 3 | 60 (40+3d12) | 16 | 3 | Large (Upright) | 2; Crushing Blow 2 | +1 Hit; 5% Crit. (96+); +1 Damage | +1 Hit; 5% Crit. (96+) | -3 Hit; 3% Crit. (98+) | -3 Hit; 3% Crit. (98+) | AC 27; Armor 20; Dodge 7 |
Arcane 10; Elemental 32; Natural 16; Holy 7; Demonic 11; Mental 10 | Move 4; Str 16; Agil 9; Stam 16; Int 5; Wis 5; Avd 7; Per 9; Res 6; Init 6; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x2 plus Hide, Thick x8 | Fists x2 (1d8 each) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties |
Two-heads: Critical miss chance is doubled due to potential for 2 heads to argue with each other. Heads always alternate sleeping, allowing Ettins to always be awake. |
0-1 Stale bread, 1d3 SP | |||||
Third | Greenskin | Goblin Archer | Goblinkind | Goblin | Skirmisher | Archer | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 2 | 21 (12+2d8) | 4 | 1 | Small (Upright) | -2 | +6 Hit; 6% Crit. (95+) | 0 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 15; Armor 4; Dodge 11 |
Arcane 12; Elemental 12; Natural 6; Holy 7; Demonic 11; Mental 11 | Move 4; Str 9; Agil 15; Stam 6; Int 6; Wis 5; Avd 11; Per 9; Res 6; Init 8; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x4 | Small weapon (typ. Kris, 1d4+1) & shortbow (1d8) (w/ primitive arrows) OR hand crossbow (w/ lightweight bolts) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
1d4 SP | ||||||
Third | Greenskin | Goblin Chieftain, Tribal | Goblinkind | Goblin | Chieftain | Tribal | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 4 | 42 (24+4d8) | 15 | 3 | Small (Upright) | -2 | +2 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | -7 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | AC 49; Armor 36; Dodge 13; Noisy 6; Double Layer 6 |
Arcane 12; Elemental 16; Natural 8; Holy 13; Demonic 14; Mental 11 | Move 4; Str 14; Agil 15; Stam 8; Int 6; Wis 5; Avd 13; Per 8; Res 9; Init 11; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x6 over Leather x6 | Broad Axe (typically 2H, 1d10+1d6+2) OR Dual Claws OR Hand Axe OR Spiked Club OR Scimitar OR Trident | (Kris in off hand if not using 2H) |
"I'm da chief" x2 (instant): +20% dam on next attack |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Rarely found alone, usually commanding a sizeable warband of goblins |
3d6 SP | |||
Third | Greenskin | Goblin Rider, Boss | Goblinkind | Goblin | Rider | Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 3 | 31 (18+3d8) | 13 | 3 | Small (Upright) | -2 | +1 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 48; Armor 36; Dodge 12; Noisy 6; Double Layer 6 |
Arcane 12; Elemental 14; Natural 7; Holy 11; Demonic 13; Mental 11 | Move 4; Str 13; Agil 15; Stam 7; Int 6; Wis 5; Avd 12; Per 8; Res 8; Init 10; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x6 over Leather x6 | 1-Handed weapon w/ max dam <=12 & Tortoise Shield OR Any 2-handed weapon w/ max dam <= 16 (typ. Long Axe, 1d12+3 dam) | Also carrys 2 Spears for throwing (1d10+1 Damage, targets are Slowed for 1 round, thrown = str) |
"I'm da boss" x2 (instant): +10% dam on next attack |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Usually one boss for every 3-8 lesser goblin riders Mounted on a (lvl2) Giant Spider Spinner, Spitter, or Creeper varieties only OR a Wolf/Hyena, mount usually has some armor |
2d6 SP | |||
Third | Greenskin | Goblin Shaman, Apprentice | Goblinkind | Goblin | Shaman | Apprentice | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 2 | 21 (12+2d8) | 4 | 1 | Small (Upright) | -2 | +5 Hit; 6% Crit. (95+) | -1 Hit; 4% Crit. (97+) | -2 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 11; Armor 4; Dodge 7 |
Arcane 14; Elemental 12; Natural 6; Holy 9; Demonic 12; Mental 12 | Move 4; Str 12; Agil 14; Stam 6; Int 7; Wis 5; Avd 7; Per 8; Res 7; Init 9; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x2 | Sharpened Femur (1d4 dam) OR Rod | Flame Lance x3 Bersker Strike x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Crude Bone Necklace, 1d4 SP | |||||
Third | Greenskin | Goblin Shaman, Grand | Goblinkind | Goblin | Shaman | Grand | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 6 | 55 (28+6d8) | 20 | 3 | Small (Upright) | -2 | +10 Hit; 8% Crit. (93+) | +3 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | +1 Hit; 5% Crit. (96+) | AC 30; Armor 18; Dodge 12 |
Arcane 18; Elemental 14; Natural 8; Holy 13; Demonic 15; Mental 15 | Move 4; Str 13; Agil 15; Stam 7; Int 9; Wis 6; Avd 12; Per 8; Res 9; Init 12; Cha 5 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x6 plus Leather, Boiled x2 | Hatchet x2 (typ. 1d8 damage each) OR Crafted & Enchanted Gnarled Staff | Stone Shot x3 Goblin Madness x3 (+1 move, +1 dam, but take1 dam/rnd, rng 4 buff, consume to instantly explode dealing 50% of current HP in dam w/ radius 1", inst) Greater Bersker Strike x1, Vengeance x1, Flurry x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Usually found with 4-6 apprentice shamans but rarely with tribal or war Shamans |
Elaborate Bone Necklace, 1d6 GP | ||||
Third | Greenskin | Goblin Shaman, Tribal | Goblinkind | Goblin | Shaman | Tribal | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 4 | 36 (18+4d8) | 9 | 2 | Small (Upright) | -2 | +8 Hit; 7% Crit. (94+) | +1 Hit; 5% Crit. (96+) | +1 Hit; 5% Crit. (96+) | -2 Hit; 4% Crit. (97+) | AC 19; Armor 8; Dodge 11 |
Arcane 16; Elemental 12; Natural 6; Holy 11; Demonic 13; Mental 13 | Move 4; Str 12; Agil 15; Stam 6; Int 8; Wis 5; Avd 11; Per 8; Res 8; Init 10; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x4 | Maquahuitl (typ. 2d4 damage) OR Gnarled Staff | Acid Shot x3 Goblin Madness x1 (+1 move, +1 dam, but take1 dam/rnd, rng 4 buff, consume to instantly explode dealing 50% of current HP in dam w/ radius 1", inst) Improved Bersker Strike x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Usually found with 2-3 apprentice shamans but rarely with more senior Shamans |
Fresh Bone Necklace, 2d4 SP | ||||
Third | Greenskin | Goblin Shaman, War | Goblinkind | Goblin | Shaman | War | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 5 | 47 (25+5d8) | 14 | 3 | Small (Upright) | -2 | +9 Hit; 8% Crit. (93+) | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | 0 Hit; 5% Crit. (96+) | AC 23; Armor 12; Dodge 11 |
Arcane 16; Elemental 14; Natural 8; Holy 11; Demonic 14; Mental 14 | Move 4; Str 12; Agil 15; Stam 7; Int 8; Wis 6; Avd 11; Per 8; Res 8; Init 11; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x6 | Battleaxe (typ. 1d10+2 damage) OR Enchanted Gnarled Staff | Shock Pulse x3 Goblin Madness x2 (+1 move, +1 dam, but take1 dam/rnd, rng 4 buff, consume to instantly explode dealing 50% of current HP in dam w/ radius 1", inst) Greater Bersker Strike x1, Vengeance x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Usually found with 3-5 apprentice shamans but rarely with tribal or grand Shamans |
Gruesome Bone Necklace, 2d6 SP | ||||
Third | Greenskin | Goblin Spider Rider | Goblinkind | Goblin | Rider | Spider | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 2 | 21 (12+2d8) | 7 | 2 | Small (Upright) | -2 | +6 Hit; 6% Crit. (95+) | 0 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 25; Armor 14; Dodge 11 |
Arcane 12; Elemental 12; Natural 6; Holy 7; Demonic 11; Mental 11 | Move 4; Str 9; Agil 15; Stam 6; Int 6; Wis 5; Avd 11; Per 9; Res 6; Init 8; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x7 | Bow or Crossbow, max dam 12 (typ. Hunting Bow w/ Fletched arrows, rng 40", 1d10 dam) | Medium weapon as back up: (typ. Hand Axe 1d6+1d4 dam) |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Mounted on a (lvl2) Giant Spider Spinner, Spitter, or Creeper varieties only |
1d6 SP, 1d6-1 ammo | ||||
Third | Greenskin | Goblin Trapper | Goblinkind | Goblin | Skirmisher | Trapper | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 2 | 21 (12+2d8) | 3 | 1 | Small (Upright) | -2 | +6 Hit; 6% Crit. (95+) | -1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 14; Armor 2; Dodge 12 |
Arcane 12; Elemental 12; Natural 6; Holy 9; Demonic 12; Mental 11 | Move 4; Str 10; Agil 15; Stam 6; Int 6; Wis 5; Avd 12; Per 8; Res 7; Init 9; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x2 | Lower end small knives (typ. Kris, 1d4+1) | Blowpipe (1d4 dam rng:20) |
Can make a simple foot trap during its own turn if it does not attack.if anyone steps in it (incl. Fellow goblins) they take 1d4 dam & can't move any further |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
1d4 SP | ||||
Third | Greenskin | Goblin Wargobber, Boss | Goblinkind | Goblin | Wargobber | Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 3 | 31 (18+3d8) | 10 | 2 | Small (Upright) | -2 | +5 Hit; 5% Crit. (96+) | -2 Hit; 2% Crit. (99+) | -4 Hit; 2% Crit. (99+) | -5 Hit; 1% Crit. (100+) | AC 32; Armor 20; Dodge 12; Noisy 2; Double Layer 2 |
Arcane 12; Elemental 14; Natural 7; Holy 11; Demonic 13; Mental 11 | Move 4; Str 13; Agil 15; Stam 7; Int 6; Wis 5; Avd 12; Per 8; Res 8; Init 10; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x2 over Leather x6 | Any one handed weapon w/ max dam <=14, Typ. 1H Morning Star: 1d8+2 damage & Tortoise Shield: Block (+3) OR Any two handed weapon w/ max dam <= 14; Typ. 2H Morning Star: 2d6+2 damage | May also sometimes have Ranged weapons similar to Goblin Archers or Trappers |
"I'm da boss" x2 (instant): +10% dam on next attack |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Usually one boss for every 6-10 lesser goblin warriors |
2d4 SP | |||
Third | Greenskin | Goblin Wargobber, Heavy | Goblinkind | Goblin | Wargobber | Heavy | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 2 | 23 (14+2d8) | 7 | 2 | Small (Upright) | -2 | +4 Hit; 5% Crit. (96+) | -1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 29; Armor 18; Dodge 11 |
Arcane 12; Elemental 14; Natural 7; Holy 7; Demonic 11; Mental 11 | Move 4; Str 12; Agil 13; Stam 7; Int 6; Wis 5; Avd 11; Per 8; Res 6; Init 8; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Studded x6 | Medium Weapon, typ. Hand Axe: 1d6+1d4 dam & Wooden Shield: Block (+2) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
1d6 SP | ||||||
Third | Greenskin | Goblin Wargobber, Light | Goblinkind | Goblin | Wargobber | Light | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 2 | 21 (12+2d8) | 5 | 1 | Small (Upright) | -2 | +5 Hit; 6% Crit. (95+) | -1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 17; Armor 6; Dodge 11 |
Arcane 12; Elemental 12; Natural 6; Holy 5; Demonic 10; Mental 11 | Move 4; Str 10; Agil 14; Stam 6; Int 6; Wis 5; Avd 11; Per 8; Res 5; Init 7; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x6 | Small weapon, Typ. Dirk: 1d8 dam & Buckler/Wicker Shield: Block (+1) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
1d4 SP | ||||||
Third | Greenskin | Goblin Wolf Rider | Goblinkind | Goblin | Rider | Wolf | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 2 | 23 (14+2d8) | 9 | 2 | Small (Upright) | -2 | +1 Hit; 2% Crit. (99+) | -5 Hit; 1% Crit. (100+) | -7 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | AC 39; Armor 28; Dodge 11; Noisy 4; Double Layer 4 |
Arcane 12; Elemental 14; Natural 7; Holy 7; Demonic 11; Mental 11 | Move 4; Str 12; Agil 14; Stam 7; Int 6; Wis 5; Avd 11; Per 8; Res 6; Init 8; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x4 over Leather x6 | Spear: 1d10+1 damage & Wooden Shield: Block (+2), usually carries 2 spears so that one can be thrown (range = str) | Medium weapon as back up: (typ. Hand Axe 1d6+1d4 dam) |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Mounted on a Wolf/Hyena |
1d6 SP | ||||
Third | Greenskin | Hobgoblin Bruiser | Goblinkind | Hobgoblin | Mercenary | Bruiser | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Hill | 3 | 37 (20+3d10) | 13 | 3 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | -2 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | AC 29; Armor 24; Dodge 5; Stiff 6 |
Arcane 12; Elemental 16; Natural 8; Holy 9; Demonic 12; Mental 11 | Move 5; Str 13; Agil 8; Stam 8; Int 6; Wis 5; Avd 11; Per 8; Res 7; Init 9; Cha 5 | Golbin & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x6 | 2H Clubs (typ. Banded Club 2H, 3d4 damage) | Bash and Bruise (passive, on wound, target is Stunned for 1 round if failing a Stamina test) |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Loyal II: +2 dam vs targets that attack its master |
Hobgoblins are born mercenaries and are exceptionally loyal to whomever is paying thier wage |
2d8 SP | ||||
Third | Greenskin | Hobgoblin Tracker | Goblinkind | Hobgoblin | Mercenary | Tracker | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Hill | 2 | 25 (14+2d10) | 8 | 2 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+) | 0 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 20; Armor 8; Dodge 12 |
Arcane 12; Elemental 14; Natural 7; Holy 7; Demonic 11; Mental 11 | Move 5; Str 12; Agil 14; Stam 7; Int 6; Wis 5; Avd 12; Per 9; Res 6; Init 9; Cha 5 | Golbin & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x4 | 1H Clubs (typ. Banded Club 1H, 2d4 damage) | Bow or Crossbow with max Damage <= 10 (typ. Hunting Bow w/ Fletched Arrows, ranged 40, 1d10 Damage) |
Eagle Eyes: instant, grants +3 Advantage on all Perception tests and +5 to hit for 1 round |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Loyal I: +1 dam vs targets that attack its master |
Hobgoblins are born mercenaries and are exceptionally loyal to whomever is paying thier wage |
2d6 SP | |||
Third | Greenskin | Hobgoblin Veteran | Goblinkind | Hobgoblin | Mercenary | Veteran | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Hill | 4 | 43 (21+4d10) | 18 | 3 | Medium (Upright) | 0 | +1 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | AC 41; Armor 30; Dodge 11; Double Layer 6 |
Arcane 12; Elemental 14; Natural 8; Holy 11; Demonic 14; Mental 12 | Move 5; Str 12; Agil 14; Stam 7; Int 6; Wis 6; Avd 11; Per 8; Res 8; Init 10; Cha 5 | Golbin & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x6 over Cloth, Quilted x6 | Dual wield 1M & 1S weapon (typ. Mace, 2d4+1 damage & Rondel, 1d6+1 damage) | Bow or Crossbow with max Damage <= 16 (typ. War Bow w/ War Arrows, ranged 40, 1d12+2 Damage) |
Can choose Improved Offensive or Defensive Stance, Taunt x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Loyal III: +3 dam vs targets that attack its master |
Hobgoblins are born mercenaries and are exceptionally loyal to whomever is paying thier wage |
2d4 GP | |||
Third | Greenskin | Hobgoblin Young Blood | Goblinkind | Hobgoblin | Mercenary | Young Blood | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Hill | 2 | 25 (14+2d10) | 7 | 2 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+) | -1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 23; Armor 12; Dodge 11 |
Arcane 12; Elemental 14; Natural 7; Holy 7; Demonic 11; Mental 11 | Move 5; Str 12; Agil 14; Stam 7; Int 6; Wis 5; Avd 11; Per 8; Res 6; Init 8; Cha 5 | Golbin & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x6 | 1H Clubs (typ. Banded Club 1H, 2d4 damage) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Loyal I: +1 dam vs targets that attack its master |
Hobgoblins are born mercenaries and are exceptionally loyal to whomever is paying thier wage |
2d6 SP | |||||
Third | Greenskin | Ogre Brute | Ogrekind | Ogre | Brute | Brute | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Temperate | Hill, Rural | 3 | 50 (30+3d12) | 10 | 2 | Large (Upright) | 2; Crushing Blow 2 | 0 Hit; 4% Crit. (97+); +1 Damage | 0 Hit; 4% Crit. (97+) | -2 Hit; 4% Crit. (97+) | -2 Hit; 4% Crit. (97+) | AC 12; Armor 4; Dodge 8 |
Arcane 12; Elemental 24; Natural 13; Holy 15; Demonic 16; Mental 12 | Move 4; Str 15; Agil 8; Stam 12; Int 6; Wis 6; Avd 8; Per 8; Res 10; Init 5; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x2 | 1H or 2H Simple/Primitive Bludgeon (typ: Spiked Club 2H 1d6+2d4) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties |
1d4 SP | ||||||
Third | Greenskin | Ogre Enforcer | Ogrekind | Ogre | Warrior | Enforcer | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Temperate | Hill, Rural | 8 | 127 (75+8d12) | 39 | 5 | Large (Upright) | 2; Crushing Blow 2 | +1 Hit; 1% Crit. (100+); +1 Damage | -2 Hit; 1% Crit. (100+) | -4 Hit; 1% Crit. (100+) | -4 Hit; 1% Crit. (100+) | AC 60; Armor 49; Dodge 11; Noisy 10; Double Layer 3; Triple Layer 2 |
Arcane 18; Elemental 30; Natural 19; Holy 21; Demonic 22; Mental 18 | Move 5; Str 17; Agil 11; Stam 15; Int 9; Wis 9; Avd 11; Per 8; Res 13; Init 8; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 w/ Leather, Ringmail x2 over Cloth x3 | Any combination of 1H bludgeon, whip, and shield; typ. Banded Club: 2d4 damage & Braided Whip: 1d6+1 damage, Reach 4" & Targe: Block (+4) | "Git movin or me bash yor 'ed in!" x1 (instant): All Ogres w/in 6", of rank less than Enforcer gain a free move or action Vengeance x2, Mammoth Strike x2, Execution x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties |
1d6 GP | |||||
Third | Greenskin | Ogre Overlord | Ogrekind | Ogre | Warrior | Overlord | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Temperate | Hill, Rural | 15 | 251 (153+15d12) | 92 | 9 | Large (Upright) | 2; Crushing Blow 2 | -1 Hit; 1% Crit. (100+); +2 Damage | -2 Hit; 1% Crit. (100+) | +4 Hit; 1% Crit. (100+) | +4 Hit; 1% Crit. (100+) | AC 77; Armor 68; Dodge 9; Noisy 12; Double Layer 6; Triple Layer 4 |
Arcane 24; Elemental 36; Natural 25; Holy 27; Demonic 28; Mental 24 | Move 5; Str 19; Agil 9; Stam 18; Int 12; Wis 12; Avd 9; Per 8; Res 16; Init 11; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 w/ Mail, Chain x4 over Leather x6 | Bearded Axe x2 (1d10+1d4), typ Enchant (see extra) adds +2 damage | "ME Overlord, ME smash!" (passive): at 10% or lower health all attacks do MAX damage Aura of Voracity (4" radius) Concentration x16, Doom Strike x4, Mongoose Strike x4, Hawk Strike x4 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties Aura IV: Passive effects in 4" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
Has up to 4xp worth of craftings/enchants typ. Bearded Axes of Improved Pain (+2 damage) |
4d6 GP | ||||
Third | Greenskin | Ogre Pillager | Ogrekind | Ogre | Brute | Pillager | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Temperate | Hill, Rural | 4 | 65 (39+4d12) | 17 | 3 | Large (Upright) | 2; Crushing Blow 2 | +2 Hit; 5% Crit. (96+); +1 Damage | +1 Hit; 5% Crit. (96+) | -5 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | AC 24; Armor 15; Dodge 9; Noisy 5 |
Arcane 14; Elemental 26; Natural 15; Holy 19; Demonic 19; Mental 14 | Move 5; Str 15; Agil 9; Stam 13; Int 7; Wis 7; Avd 9; Per 8; Res 12; Init 6; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x5 | Any 1H weapon & Small Weapon (typ: Morningstar 1d8+2 & Hatchet 1d8) | Often carry additional thrown weapons such as spears, javelins or axes, typ. extra Hatchets (1d8 dam, range = str+1) |
Net Toss x1: instant, range = strength, target can roll to dodge, snarred targets are treated as immbolized until passing a strength test, allies can cut the net loose if in base contact but requires an instant or an off-hand action |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties |
2d6 SP, sack of spoils (medium) | ||||
Third | Greenskin | Ogre Soldier | Ogrekind | Ogre | Warrior | Soldier | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Temperate | Hill, Rural | 6 | 95 (56+6d12) | 31 | 5 | Large (Upright) | 2; Crushing Blow 2 | -7 Hit; 1% Crit. (100+); +1 Damage | -6 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 65; Armor 58; Dodge 7; Noisy 12; Double Layer 3; Triple Layer 3 |
Arcane 16; Elemental 28; Natural 17; Holy 19; Demonic 20; Mental 16 | Move 5; Str 16; Agil 7; Stam 14; Int 8; Wis 8; Avd 7; Per 8; Res 12; Init 7; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 w/ Leather, Ringmail x4 over Leather x3 | Any 1H weapon & Shield; typ. Bearded Axe (1d10+1d4) & Kite Shield (30%) | Metal Crossbow w/ Metal Bolts (1d10+1d8+2, Armor Piercing -15, Reload-Ranged 40") |
Shield Wall: passive, gain +10% block for every other Soldier w/in 2" (max +30%) Taunt: instant, unlimited |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties |
1d2 GP | ||||
Third | Greenskin | Ogre Warmonger | Ogrekind | Ogre | Warrior | Warmonger | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Temperate | Hill, Rural | 10 | 161 (96+10d12) | 53 | 6 | Large (Upright) | 2; Crushing Blow 2 | +8 Hit; 6% Crit. (95+); +1 Damage | +4 Hit; 5% Crit. (96+) | +1 Hit; 1% Crit. (100+) | +1 Hit; 1% Crit. (100+) | AC 47; Armor 35; Dodge 12; Noisy 8; Double Layer 3 |
Arcane 20; Elemental 32; Natural 21; Holy 23; Demonic 24; Mental 20 | Move 6; Str 17; Agil 12; Stam 16; Int 10; Wis 10; Avd 12; Per 8; Res 14; Init 9; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Scale x8 over Cloth x3 | Dual Wield Any 1H weapon (sometimes enchanted/crafted); typ. Dual Wield Battle Axe (1d10+2) | Sweeping Strike x3, Superior tactical Charge x3, Crippling Blow x2, Matchless Mortal Wound x2, Matchless Bersker Strike x2, Ferocity x2 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties |
Activates "Superior Offensive Stance" at half health Warmonger Sec. Skill Rank3 |
2d6 GP | ||||
Third | Greenskin | Orc Big Boss, Cavalry | Orckind | Orc | Cavalry | Big Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 7 | 109 (63+7d12) | 38 | 5 | Medium (Upright) | 0 | -1 Hit; 1% Crit. (100+); +1 Damage | 0 Hit; 1% Crit. (100+) | -2 Hit; 1% Crit. (100+) | 0 Hit; 1% Crit. (100+) | AC 48; Armor 40; Dodge 8; Noisy 6; Double Layer 6 |
Arcane 16; Elemental 28; Natural 19; Holy 17; Demonic 21; Mental 18 | Move 4; Str 17; Agil 9; Stam 14; Int 8; Wis 10; Avd 8; Per 10; Res 11; Init 10; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x6 over Leather x8 | Great Spear (in 1H): 2d8 damage & Kite Shield: Block (+6) | After initial Charge, switches to Broad Axe (2H, 1d10+1d6+2 Damage, targets are Slowed for 1 round) |
"Oi! I said charge maggotz" x1 (instant): all Orc Cavalry (incl Boss) w/in 8" can add +1dam/1" of charge Superior Offensive Stance x1 Kodiak Strike x2 Greater Mortal Wound x2 Superior Berserker Strike x2 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Gain Obedience when Chieftain or Higher is present Sometimes carries crafted/enchanted weapons and armor Typically mounted on a Warg or Raptor or Pterradon |
2d6 GP | |||
Third | Greenskin | Orc Big Boss, Infantry | Orckind | Orc | Infantry | Big Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 7 | 109 (63+7d12) | 38 | 5 | Medium (Upright) | 0 | +1 Hit; 3% Crit. (98+); +1 Damage | +2 Hit; 3% Crit. (98+) | -2 Hit; 1% Crit. (100+) | 0 Hit; 1% Crit. (100+) | AC 46; Armor 38; Dodge 8; Noisy 6; Double Layer 4 |
Arcane 16; Elemental 28; Natural 19; Holy 17; Demonic 21; Mental 18 | Move 4; Str 17; Agil 9; Stam 14; Int 8; Wis 10; Avd 8; Per 10; Res 11; Init 10; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x6 over Leather x4 | Bearded Axe: 1d10+1d4 damage & Shield Blade: 1d8 damage, block (+1) | Composite Crossbow w/ Metal Bolts (1d10+1d6+2, reload-range 35", armor piercing -10) |
"Git in there boyz" x1 (instant): all Orc Infantry (incl. Boss) w/in 8" get 1 free move or action Warmaker Stance x1 Kodiak Strike x2 Greater Mortal Wound x2 Superior Berserker Strike x2 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Gain Obedience when Chieftain or Higher is present Sometimes carries crafted/enchanted weapons and armor |
2d6 GP | |||
Third | Greenskin | Orc Boss, Cavalry | Orckind | Orc | Cavalry | Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 5 | 82 (49+5d12) | 28 | 4 | Medium (Upright) | 0 | -1 Hit; 2% Crit. (99+); +1 Damage | 0 Hit; 2% Crit. (99+) | -2 Hit; 1% Crit. (100+) | 0 Hit; 2% Crit. (99+) | AC 40; Armor 32; Dodge 8; Noisy 4; Double Layer 4 |
Arcane 16; Elemental 28; Natural 19; Holy 15; Demonic 20; Mental 18 | Move 4; Str 16; Agil 9; Stam 14; Int 8; Wis 10; Avd 8; Per 10; Res 10; Init 9; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x4 over Leather x8 | Great Spear (in 1H): 2d8 damage & Kite Shield: Block (+6) | After initial Charge, switches to Broad Axe (2H, 1d10+1d6+2 Damage, targets are Slowed for 1 round) |
"Oi! I said charge maggotz" x1 (instant): all Orc Cavalry w/in 6" can add +1dam/1" of charge Greater Offensive Stance x1 Hawk Strike x1 Greater Berserker Strike x2 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Gain Obedience when Big Boss or Higher is present Typically mounted on a Warg or Raptor or Pterradon |
2d4 GP | |||
Third | Greenskin | Orc Boss, Infantry | Orckind | Orc | Infantry | Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 5 | 82 (49+5d12) | 27 | 4 | Medium (Upright) | 0 | -1 Hit; 2% Crit. (99+); +1 Damage | 0 Hit; 2% Crit. (99+) | -4 Hit; 1% Crit. (100+) | -2 Hit; 1% Crit. (100+) | AC 40; Armor 32; Dodge 8; Noisy 6; Double Layer 4 |
Arcane 16; Elemental 28; Natural 19; Holy 15; Demonic 20; Mental 18 | Move 4; Str 16; Agil 9; Stam 14; Int 8; Wis 10; Avd 8; Per 10; Res 10; Init 9; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x6 over Leather x4 | Battle Axe: 1d10+2 damage & Shield Blade: 1d8 damage, block (+1) | War Crossbow w/ Metal Bolts (1d12+3, reload-range 35", armor piercing -10) |
"Git in there boyz" x1 (instant): all Orc Infantry w/in 6" get 1 free move or action Hawk Strike x1 Imp. Mortal Wound x1 Greater Berserker Strike x2 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Gain Obedience when Big Boss or Higher is present |
2d4 GP | |||
Third | Greenskin | Orc Chieftain, Warboss | Orckind | Orc | Chieftain | Warboss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 13 | 197 (113+13d12) | 69 | 7 | Medium (Upright) | 0 | +1 Hit; 1% Crit. (100+); +2 Damage | +4 Hit; 2% Crit. (99+) | +2 Hit; 1% Crit. (100+) | +4 Hit; 2% Crit. (99+) | AC 62; Armor 56; Dodge 6; Noisy 8; Double Layer 8 |
Arcane 16; Elemental 30; Natural 20; Holy 21; Demonic 23; Mental 18 | Move 4; Str 18; Agil 7; Stam 15; Int 8; Wis 10; Avd 6; Per 10; Res 13; Init 12; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 over Leather x8 | Any 2H Axe/Bludgeon OR Large Axe + Large Bludgeon combo (typ. Bearded Axe, 1d12+1d4+1 & Morningstar, 1d8+2) | "Its Killin Time Boyz" x1 (instant): all lesser orcs w/in 10" attack twice on their next turn Warmaker Stance x1 Matchless Offensive Stance x1 Taunt x2 Mammoth Strike x2 Sweeping Strike x2 Superior Mortal Wound x2 Devastation x2 Leaping Strike x2 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn Uncontrollable: Immune to any effect that would cause them to move or take action against their will (i.e. fear, taunt, Curse of Control, etc...) |
Usually carries crafted/enchanted weapons and armor |
3d8 GP | ||||
Third | Greenskin | Orc Chieftain, Warlord | Orckind | Orc | Chieftain | Warlord | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 17 | 263 (152+17d12) | 95 | 9 | Medium (Upright) | 0 | +1 Hit; 3% Crit. (98+); +2 Damage | +10 Hit; 6% Crit. (95+) | +15 Hit; 12% Crit. (89+) | +17 Hit; 12% Crit. (89+) | AC 58; Armor 58; Dodge 0; Stiff 6; Double Layer 6 |
Arcane 18; Elemental 32; Natural 22; Holy 23; Demonic 25; Mental 20 | Move 4; Str 18; Agil 1; Stam 16; Int 9; Wis 11; Avd 5; Per 10; Res 14; Init 13; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Full x6 over Leather x8 | Any 2H Axe/Bludgeon OR 2x Large Axe combo (typ. Bearded Axe x2, 1d12+1d4+1) | "Fight 'Arder U Maggotz" x1 (instant): all lesser orcs w/in 12" have +5 dam for 1 round Improved Warmaker Stance x1 Matchless Offensive Stance x1 Fixate Foe x2 Improved Sweeping Strike x2 Improved Mongoose Strike x2 Imp. Sweeping Attack x4 Matchless Mortal Wound x2 Devastation x2 Leaping Strike x2 Doom Strike x2 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Indomitable: Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) |
Always carries crafted/enchanted weapons and armor |
4d10 GP | ||||
Third | Greenskin | Orc Grunt | Orckind | Orc | Worker | Grunt | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 2 | 35 (24+2d10) | 7 | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -2 Hit; 3% Crit. (98+) | -1 Hit; 4% Crit. (97+) | AC 16; Armor 8; Dodge 8 |
Arcane 14; Elemental 24; Natural 15; Holy 11; Demonic 16; Mental 15 | Move 4; Str 12; Agil 10; Stam 12; Int 7; Wis 8; Avd 8; Per 10; Res 8; Init 7; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x4 | Machete (typ. 1d6 dam), Hunting Knife OR Cleaver OR Hatchet OR Mallet OR Hammer | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Can add the Resolve of Boss (or higher) within 8" to their own |
0-2 SP | |||||
Third | Greenskin | Orc Peon | Orckind | Orc | Worker | Peon | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 2 | 33 (22+2d10) | 5 | 1 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -1 Hit; 4% Crit. (97+) | AC 11; Armor 4; Dodge 7 |
Arcane 12; Elemental 22; Natural 14; Holy 9; Demonic 15; Mental 14 | Move 4; Str 11; Agil 9; Stam 11; Int 6; Wis 8; Avd 7; Per 9; Res 7; Init 6; Cha 4 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x4 | Shovel, Pickaxe, or other simple tool (1d4 dam) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Can add the Resolve of Boss (or higher) within 8" to their own |
0-1 SP | |||||
Third | Greenskin | Orc Scrapper | Orckind | Orc | Infantry | Scrapper | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 3 | 52 (33+3d12) | 17 | 3 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | -6 Hit; 1% Crit. (100+) | -4 Hit; 1% Crit. (100+) | AC 33; Armor 25; Dodge 8; Noisy 5 |
Arcane 14; Elemental 26; Natural 17; Holy 11; Demonic 17; Mental 16 | Move 4; Str 14; Agil 10; Stam 13; Int 7; Wis 9; Avd 8; Per 10; Res 8; Init 7; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x5 | Warbrand (typ. 1d8+1d6 -5 clumsy 1H or 1d10+1d6+1 2H) OR Spiked Club OR Broad Axe OR Morning Star | Usually also carry a Targe (20% block), though they often discard it once in melee combat to wield their weapon 2 handed |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Gain Obedience when Boss or Higher is present |
2d4 SP | ||||
Third | Greenskin | Orc Shaman, Big Boss | Orckind | Orc | Shaman | Big Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 7 | 97 (59+7d10) | 40 | 5 | Medium (Upright) | 0 | 0 Hit; 2% Crit. (99+) | +2 Hit; 3% Crit. (98+) | +3 Hit; 3% Crit. (98+) | +2 Hit; 3% Crit. (98+) | AC 36; Armor 28; Dodge 8; Noisy 4; Double Layer 4 |
Arcane 22; Elemental 26; Natural 18; Holy 17; Demonic 21; Mental 21 | Move 4; Str 14; Agil 8; Stam 13; Int 11; Wis 10; Avd 8; Per 10; Res 11; Init 10; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x4 over Leather x8 | Hand Weapons (typ. Reaper x2, 1d10) | up to T3 Fire/Air x8 (Spirit Max: 8d8 +7) Superior Berserker Strike x3 Imp. Frenzy x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Gain Obedience when Tribal Shaman or Higher is present Sometimes carries crafted/enchanted weapons and armor |
1d4 Minor Spirit Potions | ||||
Third | Greenskin | Orc Shaman, Boss | Orckind | Orc | Shaman | Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 5 | 73 (46+5d10) | 24 | 4 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +4 Hit; 6% Crit. (95+) | -1 Hit; 1% Crit. (100+) | -2 Hit; 1% Crit. (100+) | AC 26; Armor 18; Dodge 8; Noisy 6 |
Arcane 22; Elemental 26; Natural 18; Holy 15; Demonic 20; Mental 21 | Move 4; Str 13; Agil 8; Stam 13; Int 11; Wis 10; Avd 8; Per 10; Res 10; Init 9; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x6 | Hand Weapons (typ. Claw x2, 1d6+1) | up to T2 Fire/Air x5 (Spirit Max: 5d8 +4) Greater Berserker Stike x2 Frenzy x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Gain Obedience when Shaman Big Boss or Higher is present |
1-2 Minor Spirit Potion | ||||
Third | Greenskin | Orc Shaman, Elder | Orckind | Orc | Shaman | Elder | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 15 | 202 (119+15d10) | 98 | 9 | Medium (Upright) | 0 | +8 Hit; 5% Crit. (96+); +1 Damage | +8 Hit; 5% Crit. (96+) | +9 Hit; 5% Crit. (96+) | +8 Hit; 5% Crit. (96+) | AC 50; Armor 40; Dodge 10; Noisy 6; Double Layer 6 |
Arcane 22; Elemental 28; Natural 19; Holy 21; Demonic 23; Mental 21 | Move 4; Str 15; Agil 10; Stam 14; Int 11; Wis 10; Avd 10; Per 10; Res 13; Init 12; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Scale x6 over Leather x8 | Hand Weapons (typ. Reaper Claw x2, 2d6+1) | up to T5 Fire/Air x16 (Spirit Max: 16d8+15) Matchless Berserker Strike x5 Flurry x2 Imp Frenzy x2 Fury Explosion x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Indomitable: Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) |
Usually carries crafted/enchanted weapons and armor |
1-2 Major Spirit Potion | ||||
Third | Greenskin | Orc Shaman, Seer | Orckind | Orc | Shaman | Seer | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 17 | 236 (143+17d10) | 119 | 10 | Medium (Upright) | 0 | +8 Hit; 4% Crit. (97+); +1 Damage | +8 Hit; 4% Crit. (97+) | +10 Hit; 5% Crit. (96+) | +9 Hit; 4% Crit. (97+) | AC 58; Armor 48; Dodge 10; Noisy 8; Double Layer 8 |
Arcane 24; Elemental 30; Natural 21; Holy 23; Demonic 25; Mental 23 | Move 4; Str 15; Agil 10; Stam 15; Int 12; Wis 11; Avd 10; Per 10; Res 14; Init 13; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Scale x8 over Leather x8 | Hand Weapons (typ. Reaper Claw x2, 2d6+1) | up to T6 Fire/Air x18 (Spirit Max: 18d8+17) Matchless Mortal Strike x6 Flurry x3 Imp Frenzy x3 Imp. Fury Explosion x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Indomitable: Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) |
Always carries crafted/enchanted weapons and armor |
1d4 Major Spirit Potion | ||||
Third | Greenskin | Orc Shaman, Tribal | Orckind | Orc | Shaman | Tribal | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 10 | 139 (84+10d10) | 57 | 7 | Medium (Upright) | 0 | +4 Hit; 3% Crit. (98+) | +4 Hit; 3% Crit. (98+) | +5 Hit; 4% Crit. (97+) | +4 Hit; 3% Crit. (98+) | AC 46; Armor 36; Dodge 10; Noisy 5; Double Layer 5 |
Arcane 22; Elemental 28; Natural 19; Holy 19; Demonic 22; Mental 21 | Move 4; Str 14; Agil 10; Stam 14; Int 11; Wis 10; Avd 10; Per 10; Res 12; Init 11; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x5 over Leather x8 | Hand Weapons (typ. Reaper Claw x2, 2d6+1) | up to T4 Fire/Air x11 (Spirit Max: 13d8 +10) Matchless Berserker Strike x4 Flurry x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Often carries crafted/enchanted weapons and armor |
0-1 Major Spirit Potion | ||||
Third | Greenskin | Orc Shaman, Weakling | Orckind | Orc | Shaman | Weakling | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 2 | 35 (24+2d10) | 10 | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | AC 15; Armor 5; Dodge 10 |
Arcane 20; Elemental 24; Natural 16; Holy 13; Demonic 18; Mental 19 | Move 4; Str 12; Agil 10; Stam 12; Int 10; Wis 9; Avd 10; Per 10; Res 9; Init 8; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x5 | Medium 1h Bludgeon (typ. Scepter, 1d8) or Any Knife | up to T1 Fire/Air x3 (Spirit Max: 3d8) Berserker Strike x1 Vengeance x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Gain Obedience when Shaman Boss or Higher is present |
0-1 Minor Spirit Potion | ||||
Third | Greenskin | Orc Shooter | Orckind | Orc | Skirmisher | Shooter | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 2 | 35 (24+2d10) | 12 | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -7 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | AC 28; Armor 20; Dodge 8; Noisy 5 |
Arcane 14; Elemental 24; Natural 16; Holy 11; Demonic 17; Mental 16 | Move 4; Str 13; Agil 10; Stam 12; Int 7; Wis 9; Avd 8; Per 10; Res 8; Init 7; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Scale x5 | Warbow (typ. 1d12, range 40") OR War Crossbow (1d12+1, reload-range 35"), including Quiver w/ 5-20 ammo (sometimes may carry upgraded ammo) | Scimitar (typ. 1d6+1d4+1) OR Hand Axe OR Gutripper |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Gain Obedience when Boss or Higher is present |
1d6 SP, 0-'remaining' ammo | ||||
Third | Greenskin | Orc Sneaker | Orckind | Orc | Skirmisher | Sneaker | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 2 | 39 (28+2d10) | 11 | 2 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | -1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | AC 18; Armor 10; Dodge 8 |
Arcane 16; Elemental 28; Natural 19; Holy 13; Demonic 19; Mental 18 | Move 5; Str 13; Agil 11; Stam 14; Int 8; Wis 10; Avd 8; Per 11; Res 9; Init 8; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x5 | Carries 1-3 Javelins for throwing (1d8 rng=str+10) | Kris (typ. 1d4+1) OR Pugio |
Tend to hide at outset of battle (Sneaky I), may use Rank 1 Stealth Shot May apply simple poisons to Javelins |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
Gain Obedience when Boss or Higher is present |
0-1 Vials of Poison, 1d6 SP | |||
Third | Greenskin | Orc Tanker | Orckind | Orc | Infantry | Tanker | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 4 | 68 (42+4d12) | 26 | 4 | Medium (Upright) | 0 | -17 Hit; 1% Crit. (100+); +1 Damage | -7 Hit; 1% Crit. (100+) | -2 Hit; 2% Crit. (99+) | 0 Hit; 3% Crit. (98+) | AC 60; Armor 60; Dodge 0; Stiff 6; Noisy 2; Double Layer 6; Triple Layer 2 |
Arcane 14; Elemental 28; Natural 18; Holy 13; Demonic 18; Mental 16 | Move 3; Str 15; Agil 0; Stam 14; Int 7; Wis 9; Avd 3; Per 10; Res 9; Init 8; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x6 w/ Mail, Chain x2 over Leather x8 | Bludgeon with XL Shield, typ. Morningstar: 1d8+2 AND Kite Shield: block (+6) | Must always be in either Imp. Offensive or Defensive Stance Taunt x3 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Gain Obedience when Boss or Higher is present |
3d6 SP | ||||
Third | Greenskin | Orc Tribal Chieftain | Orckind | Orc | Chieftain | Tribal | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 9 | 136 (77+9d12) | 51 | 6 | Medium (Upright) | 0 | +1 Hit; 2% Crit. (99+); +1 Damage | +2 Hit; 2% Crit. (99+) | 0 Hit; 1% Crit. (100+) | +2 Hit; 2% Crit. (99+) | AC 54; Armor 46; Dodge 8; Noisy 6; Double Layer 6 |
Arcane 16; Elemental 28; Natural 19; Holy 19; Demonic 22; Mental 18 | Move 4; Str 17; Agil 9; Stam 14; Int 8; Wis 10; Avd 8; Per 10; Res 12; Init 11; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x6 over Leather x8 | Any 2H Axe/Bludgeon OR Large Axe + Large Bludgeon combo (typ. Balanced Axe, 1d12+1 & Morningstar, 1d8+2) | "Our Tribes Da Bestest" x1 (instant): all lesser orcs w/in 8" gain 50% stun on main hand attacks next turn Warmaker Stance x1 Matchless Offensive Stance x1 Taunt x2 Mammoth Strike x2 Superior Mortal Wound x2 Leaping Strike x2 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Often carries crafted/enchanted weapons and armor |
3d6 GP | ||||
Third | Greenskin | Orc Zerker | Orckind | Orc | Infantry | Zerker | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 3 | 55 (35+3d12) | 18 | 3 | Medium (Upright) | 0 | 0 Hit; 3% Crit. (98+); +1 Damage | 0 Hit; 3% Crit. (98+) | -3 Hit; 2% Crit. (99+) | -1 Hit; 3% Crit. (98+) | AC 26; Armor 18; Dodge 8; Noisy 2; Double Layer 2 |
Arcane 14; Elemental 28; Natural 18; Holy 13; Demonic 18; Mental 16 | Move 4; Str 15; Agil 10; Stam 14; Int 7; Wis 9; Avd 8; Per 10; Res 9; Init 8; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x2 over Leather x4 | Any 2: Hafted Axe (typ. 1d10+1) OR Shamshir OR Scimitar | Bersker Strike x2, Frenzy x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Gain Obedience when Boss or Higher is present |
1d6 SP | ||||
Third | Greenskin | Orc, Crew Boss | Orckind | Orc | Worker | Crew Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 3 | 47 (30+3d10) | 10 | 2 | Medium (Upright) | 0 | -2 Hit; 4% Crit. (97+) | +2 Hit; 5% Crit. (96+) | 0 Hit; 4% Crit. (97+) | +1 Hit; 5% Crit. (96+) | AC 20; Armor 16; Dodge 4; Stiff 4 |
Arcane 16; Elemental 24; Natural 16; Holy 13; Demonic 18; Mental 17 | Move 4; Str 12; Agil 6; Stam 12; Int 8; Wis 9; Avd 8; Per 10; Res 9; Init 8; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x4 | Sledge (typ. 1h, 2d4+1) OR Maul OR Woodsman Axe (also always carrys a Snake Whip, will use in off hand if not wielding other weapon w/ 2H's) | "Git to wurk boyz" x1 (instant): all Orc Workers w/in 6" may make 1 free move or action |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Usually in charge of a crew of 2-5 Grunts (seige) or 10-20 Peons (work) |
1-d4 GP |