Actions/Abilities/Traits: (D&D 5e)
Action
Greataxe
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Action
Javelin
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Special
Aggressive
As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Actions/Abilities/Traits: (OSR)
Special
|Light Sensitivity
You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Action
1 weapon
1-6 or weapon
Action
weapon
1 * weapon (1d6 or by weapon)
Special
Hate the sun
-1 to-hit in full daylight.
Special
Weapons
Prefer axes, clubs, spears, or swords. Only leaders can use mechanical weapons (e.g. crossbows, catapults).
Special
Craven
Afraid of larger or stronger-looking creatures, though leaders may force them to fight.
Special
Leader
Groups are led by an orc with 8 hit points. The leader gains a +1 bonus to damage rolls. Leaders have defeated other orcs in combat to gain their position.
Special
Orc chieftain
A 4HD (15hp) chieftain rules an orc tribe. The chieftain gains a +2 bonus to damage rolls.
Special
Giant companions
For every 20 orcs, there is a 1-in-6 chance of an ogre accompanying them. There is a 1-in-10 chance of a troll living in the lair.
Special
Tribal
Orcs of different tribes may fight among themselves, unless their leaders command them not to. Each tribe has its own lair and has as many females as males, and two whelps per two adults.
Special
Mercenaries
Orcs may be hired to fight in Chaotic armies. They delight in wanton killing and razing of settlements.