Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Frostblood. The orc has advantage in arctic environments on attack rolls and takes 8 less cold damage from attacks.
Rally The Hunt. The orc and all allies have advantage on attack and damage rolls.
Mystical Surge. The orc can charge one attack with ice magic and cause all targets to have disadvantage on savings throws and attack rolls.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (1d12 + 7) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (1d6 + 3) piercing damage.
Ice Sphere. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 14 (1d8 + 6) cold damage.
Icy Resilience. When reduced to zero hit points in an arctic world or environment, the orc instead goes into a hibernation state where it appears dead, but is alive and regains all of its hit points after one week in hibernation.
Description
Orcs are burly raiders with prominent lower canines that resemble tusks. These orcs reside in an arctic world called Ymikros that is ruled by frost giants who are part of a massive organization called “The Seventh Testament” which is dedicated to destroying dragons and preventing Tiamat from ever returning. The Ymikronan orcs are smarter and more resilient than most orcs due to their adaptation to their freezing environment by having resistance to cold damage and immunity to frostbite or hypothermia. These orcs have a different societal structure than other orcs by living in villages and having a primarily hunter gatherer system. They tend to live in groups numbering around 800 individuals. They also have a tendency with magic to lean towards cold based spells. They have mounts which are Crag Cats or Polar Bears. They eat mammoth and moose as their usual diet. They get wood from specially adapted pine trees that have a presence around the eastern portion of Ymikros. They worship around 5 main gods, who symbolize their skill and survivability. Their tribes focus around different members of their pantheon depending upon whichever is preferred in that area. Most tribes form alliances with each other and have the strongest and smartest lead the collective union, known as a clan. Clans usually have 2-5,000 inhabitants, and have a larger social order and even have an economy of sorts and a further crafted army utilizing magical weapons and better tactics for hunting and occasional wars fought against trolls.







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