Orc Commander (BB)
Creature 2 — humanoid, orc
AnvilWeaverLANDhumanoidorc
When orcs raid, the strongest is chosen as the leader. Bonds of blood are especially strong among orcs and the mightiest orc holds are typically made up of siblings who have chosen a strong commander to protect their kinfolk.
Source: menace-under-otari-bestiary
Perception +8; darkvision
Skills athletics +8, intimidation +6, survival +5
Str
+4
Dex
+2
Con
+1
Int
-1
Wis
+1
Cha
+2
Items Javelin (6), Maul, Hide Armor
AC 19
Fort +7
Ref +6
Will +7
HP 32
Speed 25 feet
Offense
Melee Maul (shove) +10, Damage 1d12+4 bludgeoning
Melee Fist (agile, nonlethal, unarmed) +10, Damage 1d4+4 bludgeoning
Ranged Javelin (thrown-30) +8, Damage 1d6+4 piercing
Abilities
Ferocity — When the orc is reduced to 0 Hit Points, they can use their reaction to remain conscious with 1 Hit Point, but they gain the Wounded 1 condition (or increases the wounded value by 1 if they already have that condition). The orc can't use this ability at wounded 3.
Battle Cry (concentrate, mental) — Bellowing mightily, the commander gives themself and all orc allies within 60 feet who can hear them a +1 status bonus to attack rolls and damage rolls until the start of the orc commander's next turn.
WORKS WELL WITH
CrasherLANDA heavy hitter benefits most from the attack and damage bonus this leader's rallying cry grants to allies.
FlankerLANDA mobile ally lands more crits when boosted by this leader's rallying cry.
SniperLANDA ranged attacker gains extra reliability from the status bonus while this leader holds the front despite heavy damage.
PUNISHES
✖ ignoring priority targets✖ burst-focused kills✖ clumping
Avoid pairing with another buffing leader; overlapping status bonuses don't stack and waste an action.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Orc Commander (BB) in the encounter builder — free, no install.
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