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(Author's note: I bought a Regiment of Warhammer Fantasy Black Orcs recently
and not being a WHF player was wondering how I could best use them in my 1e
AD&D games.  They're too big just to be "orcs" (they tower over the PCs
minis), and far, far too 'good looking' to be Trolls or Ogres, so I decided
upon a new type of Orc, one that might actually give PCs pause should they
run across them.  So without further ado, I give you...):

Black Orc - By Bill Silvey with Scott Rutter

Frequency: Very Rare
No. Appearing: 1-8
Armor Class: 1
Move 6"
Hit Dice: 4+4
% In Lair: 15%
Treasure Type: A,C
No. Of Attacks: 2
Damage/Attack: By Weapon Type +3 (See Below)
Special Attacks: Nil
Special Defense: Nil
Magic Resistance: 25%
Intelligence: Very
Alignment: Lawful Evil
Size: L (7')
Psionic Ability: Nil
 Attack/Defense Modes: Nil
Level/XP Value: V/250 + 5 per HP

Of the humanoid races, and their various offshoots,  the most
mysterious and feared is the Black Orc (also known as Deep Orcs or Iron
Orcs).  What is known about them, through communication with their more
common cousins, is that the Black Orcs are the offspring of a tribe of Orcs
which in ages past engaged in a civil war with all of the other Orc tribes.
Unsuccessful at imposing their will upon their fellows, they fled deep
within the earth, presumably never to be heard from again.  It is surmised
that there, they grew strong and even more hateful, learning to forge steel
(or perhaps stealing the secret from Deep Gnomes who learned it from
Dwarves), and grew stronger and created an almost completely militaristic
society, bent on returning to the surface and wiping out not only what they
view as their "weaker" brethren, but all Goblinoid races and (eventually)
conquering humanoid society as well.

The society of the Black Orcs is one that demands strength and unwavering
obedience from it's members.  Thus, all Black Orcs will have at least 5 hit
points.  Only the strongest and toughest are allowed to live; any whom they
perceive as "weak" are forced into gladiatorial combat and either toughen up
or are slain.

Black Orcs have an equivalent strength of 18/01, thus are able to do extra
damage by weapon type.  They prefer a heavy scimitar or battle-axe, and
eschew spears and bows.

Over the centuries, they have warred with various "deep" races such as
Beholders, Mind Flayers, and Drow (q.v.).  They have by necessity developed
a degree of resistance to magic.

When encountered, there is a chance (35%) that they will be returning from a
raiding party and have captured some of their weaker brethren to use as
slaves.  If this is the case they will have 1-10 Orcs with them, although
they are usually bound and severely beaten so as to be little use to their
potential "liberators".

For every 10 Black Orcs encountered, one "Sergeant" with 5+5
HD, and an equivalent 18/26 Strength will be present. 

Larger groups will be led by "Captains," one per
30 Black Orcs, with 7+7 Hit Dice and an equivalent 18/51
Strength. This fiend will be in turn attended by at least one
Sergeant and two Bodyguards, who will have the maximum
amount of hit points.

War bands over 100 members will be led led by a sub-chief
of 9+9HD and 18/76 equivalent Strength. Three Captains
will be present and accompanied as above.

Clan chieftains would be 11+11hd, min of 6 hp per die, and have
18/00 strength. Their bodyguard consists of two Captains and
a Sergeant.


There are no Black Orc crossbreeds; their society views such as an
abomination against Grummsh and all are slain at birth.

 

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