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.
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.
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.
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.
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.
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
| Black | Red | |
|---|---|---|
| Climate/Terrain | Any | Any |
| Frequency | Uncommon | Uncommon |
| Organization | Tribal | Tribal |
| Activity Cycle | Any | Any |
| Diet | Carnivore | Carnivore |
| Intelligence | Average (10) | Average (10) |
| Treasure | L (C,O,Q×10,S) | L (C,O,Q×10,S) |
| Alignment | Lawful evil | Lawful evil |
| No. Appearing | 10-100 | 10-100 |
| Armor Class | 5 (10) | 3 (6) |
| Movement | 8 (14) | 6 (12) |
| Hit Dice | 4 | 5 |
| THAC0 | 17 | 15 |
| No. of Attacks | 1 | 1 |
| Damage/Attack | By weapon | By weapon |
| Special Attacks | Nil | War cry |
| Special Defenses | Camouflage | Nil |
| Magic Resistance | Nil | Nil |
| Size | M (6-7' tall) | M (6' tall) |
| Morale | Elite (13-14) | Champion (15-16) |
| XP Value | 175 Sergeant: 270 Officer: 420 General: 650 | 270 Sergeant: 420 Officer: 650 General: 975 |