This is the 14th post in the orc series and probably the last for a while. I promise you that we have not seen the last of the orcs, however the release of Orcs of the Moon Skull Clan is being delayed for a re-work involving more material and some custom art. Look for the orcs to finally come out around the holiday season. The art today comes from Publisher's Choice Quality Stock Art (c) Rick Hershey / Fat Goblin Games. Rick is one of the artists that I hope to get some pieces from. Anyway, onward to the topic of the day.
Assuming that not ALL orcs are bad, what would force a group of them towards raiding caravans or attacking villages when they previously weren't engaged in such activities? My number one guess would be a powerful outside influence that the orcs can't really throw off themselves. I can think of numerous examples: a giant, a dragon, a powerful evil undead creature, or a pact-bound warlock serving his master's whims. Today, instead of providing you a list of items, I'm giving you an evil NPC who has dominated a tribe of orcs. I hope that you can find some way to have fun with her on your own. Though there are many different ones, here is a specific example of What Makes Good Orcs Go Bad?
Carmilla La Croix is a vampire and specifically, she is the leader of a small brood who have dominated a rather large clan of orcs. Before the influence of Carmilla and her "family", the Rotting Hand Clan was called the Boar Skull Clan and they were only interested in hunting. Now the once small clan of hunters has grown to over 700 strong and they are beginning to get restless. I will leave Carmilla's evil plans all up to you. Happy Gaming!
Carmilla La Croix Vampire sorceress level 7 Medium undead (shapechanger), lawful evil ----------------------------------------------------------------------------- Armor Class 16 (natural armor) Hit Points 224 (24 HD; 7d6+17d8+120) Speed 30 ft. ++++++++++++++++++++++++++++++++++++++++++++++++++++ STR 16 (+3), DEX 19 (+4), CON 20 (+5), INT 17 (+3), WIS 15 (+2), CHA 18 (+4) ++++++++++++++++++++++++++++++++++++++++++++++++++++
Feats: Keen Mind Saving Throws: Dex +9, Con +10, Wis +7, Cha +9 Skills: Arcana +8, Deception +9, History +8, Perception +7, Persuasion +9, Stealth +9 Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses: darkvision 120 ft., passive Perception 17 Languages: Common, Elvish, Halfling, and Orc Challenge Rating 16 (15,000 XP) -------------------------------------------------------------------------------
Legendary Resistance (3/day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.
While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multi-attack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 6 (1d6+3) piercing plus 10 (3d6) necrotic damage damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20 ft./60 ft., one target.(Vampire Form Only). Dagger
Hit: 6 (1d4+4) piercing damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.(Vampire Form Only). Quarterstaff
Hit: 6 (1d6+3) bludgeoning damage or 7 (1d8+3) bludgeoning damage if used with two hands to make a melee attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 7 (1d8+3) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack. Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children Of The Night (1/day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
The creature can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The creature regains spent legendary actions at the start of its turn.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.