Orc Doomsayer

Level 5
Creature· humanoidMediumRemaster
AC
21
HP
78
Speed
25 ft.
Perception
+14
Fort
+12
Ref
+9
Will
+15
Languages common, orcish
Senses darkvision
Skills religion +13, deception +12, intimidation +12, medicine +12, athletics +11
Recall Knowledge DC 20 (society)

Attacks

Melee Flail +13 (disarm, sweep, trip), Damage 1d6+3 piercing
Melee Fist +13 (agile, shove, unarmed), Damage 1d4+3 bludgeoning

Abilities

Ferocity
Dooming Proclamation◆◆◆

The orc doomsayer shouts pronouncements that presage the unstoppable approach of a cataclysmic event. Each enemy within 30 feet attempts a DC 21 will save.


Critical Success No effect and temporarily immune for 1 minute.

Success The creature is unaffected.

Failure The creature is Frightened 1.

Critical Failure The creature's mind fills with images of the end times. The creature takes 3d6 mental damage and is Frightened 2.

Infused Strikes

The orc doomsayer's melee Strikes deal an extra 1d8 void damage.

Driven by fervor bordering on zealotry, doomsayers spread the word of their destructive deities. Many are faithful followers of recently fallen gods. Though their deity has been cast down, an orc doomsayer's unwavering faith allows them to hold onto a sliver of their god's essence to power their abilities.


The orcs of Belkzen are survivors to the core. Shaped by the unforgiving landscape, they're experts at managing resources and making do with scarcity. Aside from the relative peace from late spring through early summer during the Flood Truce, Belkzen's orc holds are nearly always at odds with each other, though these conflicts rarely rise to the level of war. Instead, there are raids for supplies, skirmishes to establish borders or retake lost territory, and feuds over personal slights. Outsiders who travel in Belkzen often become embroiled in these conflicts; sometimes they even trigger the fights themselves.

The members of a given hold are often quite spread out, rather than centralized, so communication and coordination is sporadic. Even the Empty Hand orcs of Urgir rarely stay in the city all year long. At the very least, they travel a few miles to the Flood Road when the aurochs arrive, and they may wander even further afield when the mood strikes.

Orc Faith With so many sudden disruptions to the orc pantheon, the faithful find themselves in a confusing time of change. Fervent worshippers of Lanishra, Sezelrian, and Zagresh don't particularly like the new deities who have usurped their old gods. Some of these zealots desperately cling to their old faiths, and many still hold a sliver of their fallen deity's power, further adding to the confusion.

Salvage Orcs are experts at repurposing materials for their own use. Belkzen doesn't have rich soil or abundant deposits of valuable metals and minerals. Instead, orc crafters rely on salvage from battles or trade with outsiders for their raw materials. It's common for a basic tool, such as a knife or cooking pot, to be very old yet kept in perfect working condition. Even when a tool breaks, orc crafters find ways to reuse as much of it as they can manage.