Neo-Orog [Orc]

Battle-bred hybrids of orc, ogre and stranger stock, raised in wizard-run barracks as loyal shock troops and silent scouts who live only for war.

Setting: Forgotten Realms · Sources: Monstrous Compendium, 1996 Annual, Volume 3; Spellbound: Thay, Rasheman, & Aglarond

Overview

Slaver-wizards created neo-orogs by magically blending orcs, ogres and other creatures, hoping for an orc race both savage and obedient. The result is tall, muscular and leathery, hooded of eye and brutish of snout, as if its ancestors' worst traits had been distilled. Both breeds, red and black, are disciplined soldiers who live for battle.

Red Neo-Orogs

Reds are elite troops with blotchy dark crimson skin and deep yellow eyes, well equipped and eager for carnage. They speak orc and the common tongue.

A red's unique battle scream grants every orc, orog and neo-orog who hears it +1 to hit and +1 damage for 2d4 rounds. The bonus does not stack, and no neo-orog gains it more than once a day. When defending their wizard masters, reds gain a further +1 to attack rolls.

Black Neo-Orogs

Blacks are scouts, archers and infiltrators: leaner and slightly taller than reds, dark green to sooty black, less bestial of face, with small all-black eyes. Many add thief skills to their training. They cannot raise the war cry but do benefit from a red's.

A hidden black is spotted only 20% of the time by watchers who know what to seek, 10% by ordinary alert ones and 5% by casual glances, though moving or attacking gives it away. Typical loadouts are broad sword and short bow (20%), spear and dagger (20%), short sword and spear (20%), short sword and short bow (15%), broad sword and longbow (15%), or broad sword and crossbow (10%). In every other respect blacks match reds.

Habitat and Society

None live free; all dwell in their makers' barracks in large units. Every ten have a sergeant with maximum hit points, and every twenty an officer of 6 HD (THAC0 15, +1 damage). A neo-orog general of 7 HD (THAC0 13), with +2 damage and AC 2 (5), commands each barracks.

Ecology

Their one flaw is breeding: many are sterile and the rest barely reproduce, so years of work have fielded only a few companies.

More: Monsters starting with N · Forgotten Realms monsters · All monsters A-Z
Related: Ondonti [Orc] · Orc

Statistics

BlackRed
Climate/TerrainAnyAny
FrequencyUncommonUncommon
OrganizationTribalTribal
Activity CycleAnyAny
DietCarnivoreCarnivore
IntelligenceAverage (10)Average (10)
TreasureL (C,O,Q×10,S)L (C,O,Q×10,S)
AlignmentLawful evilLawful evil
No. Appearing10-10010-100
Armor Class5 (10)3 (6)
Movement8 (14)6 (12)
Hit Dice45
THAC01715
No. of Attacks11
Damage/AttackBy weaponBy weapon
Special AttacksNilWar cry
Special DefensesCamouflageNil
Magic ResistanceNilNil
SizeM (6-7' tall)M (6' tall)
MoraleElite (13-14)Champion (15-16)
XP Value175
Sergeant: 270
Officer: 420
General: 650
270
Sergeant: 420
Officer: 650
General: 975