Orc and Dorc - Is This Anything?

ORC (and DORC)

Identity

Appearance

Orc is large even for his ancestry, broad through the chest and thick at the neck, with arms that seem slightly too long. His skin is a dark grayish-green, mottled with scar tissue across his left side that suggests a story. His lower tusk is chipped and juts at an angle; the upper left is missing entirely. One ear has a chunk taken out of it. His hair is black, kept short and uneven, as though he cuts it himself with a knife.

He wears functional armor, well-maintained but not decorated. The only personal item visible is a braided cord around his right wrist, frayed and old.

Dorc is a mid-sized dog, mixed breed, with a short brindle coat, one cloudy eye, and a stub tail. Looks like a dog that also has a story. Moves like Orc’s shadow.

Motivations and Secrets

Relationships


Stat Block: ORC

Large Humanoid (Orc), Any Alignment

Traits

Aggressive. As a bonus action, Orc can move up to his speed toward a hostile creature he can see.

Relentless (Recharges after a Short or Long Rest). If Orc takes 25 or fewer damage that would reduce him to 0 hit points, he is instead reduced to 1 hit point.

Familiar Bond. Orc shares a familiar bond with Dorc. While Dorc is within 100 feet and not incapacitated, Orc can perceive through Dorc’s senses (no action required), has advantage on Wisdom (Perception) checks, and is immune to the frightened condition.

Blood Fury (Triggered). When Dorc is reduced to 0 hit points, Orc immediately moves up to his speed toward the creature that downed Dorc as a free action. For the next minute, Orc’s Greataxe attacks deal an extra 7 (2d6) damage, he has advantage on attack rolls, and attack rolls against him also have advantage. This state ends early if Orc is incapacitated.

Pack Tactics. Orc has advantage on attack rolls against a creature if Dorc is within 5 feet of the creature and not incapacitated.

Action Economy: ORC

Signature Moves: ORC

  1. Blood Fury (trigger: Dorc hits 0 HP): Free move toward the creature that downed Dorc. For one minute, Greataxe attacks deal an extra 7 (2d6) damage, advantage on attack rolls, and attack rolls against Orc also have advantage.
  2. War Bellow (trigger: Recharge 5-6): Each creature of Orc’s choice within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
  3. Crushing Blow (trigger: Legendary Action, 2 points): One Greataxe attack, 18 (2d12+5) slashing. On a hit, DC 16 Strength save or knocked prone. Multiattack: two Greataxe attacks as standard action.

Stat Block: DORC

Small Beast (Familiar), Shares Orc’s Alignment

Traits

Keen Hearing and Smell. Dorc has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. Dorc has advantage on attack rolls against a creature if at least one ally is within 5 feet of the creature and not incapacitated.

Familiar. Dorc acts on Orc’s initiative count. If reduced to 0 hit points, Orc may resummon Dorc after completing a long rest (DM discretion for recurring use). Orc always knows Dorc’s location within 100 feet.

Action Economy: DORC

Signature Moves: DORC

  1. Hound’s Fury (trigger: Legendary Action, 2 points): Full speed movement without opportunity attacks, two Bite attacks. If both hit the same target, that target is grappled until end of Dorc’s next turn (escape DC 13).
  2. Loyal Guard (trigger: Legendary Action, 1 point): Until start of Orc’s next turn, any creature within 5 feet of Dorc that attacks Orc has disadvantage on the attack roll.
  3. Harass (trigger: Bonus Action): Move up to half speed and make one Bite attack. On hit or miss, target has disadvantage on its next attack roll.

Tactical Profile

The central decision for players: kill Dorc to remove Orc’s Perception advantage, Pack Tactics, and frightened immunity, but doing so triggers Blood Fury and turns Orc into a significantly more dangerous attacker. Leaving Dorc alive keeps Orc more controlled but allows Dorc to chip away with legendary actions and Loyal Guard.


Encounter Notes

Motivation Hooks (pick one or combine)

CR Scaling


Lair Actions (Optional)

Written for a cave den. Reskin notes inline.

On initiative count 20, Orc takes a lair action. He cannot use the same lair action two rounds in a row.

  1. Collapse. Debris rains down in a 10-foot radius centered on a point Orc can see. Each creature in the area makes a DC 14 Dexterity saving throw, taking 10 (3d6) bludgeoning damage and falling prone on a failure, or half damage on a success. (Reskin: fallen shelves in urban lair, crumbling masonry in ruins, snapping branches in wilderness)
  2. Territorial Mark. Difficult terrain appears in a 15-foot square anywhere in the lair until initiative count 20 next round. (Reskin: mud and roots in wilderness, spilled debris in urban, scattered bones in dungeon)
  3. Dorc, Hunt. Dorc moves up to its full speed without provoking opportunity attacks and makes one Bite attack. This does not cost Dorc’s legendary actions.