A Good Non-orc Orc/Minion Race...

hey, machanically replicating is cool. I allways like things that turn the good to bad: Wer-creatures and Borg. They don't have to be very strong, but the infection can bring most characters to their knees (OK more the players begging the GM) and it makes the surrounding rather dangerous, not because the enemy is so clever or hard to kill, but because everyone could become the enemy. Maybe something zombie-like like in 28 days later.
 

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Hobgoblins - I know, a lawful orc but can live in harsh lands, military order, slavery.

Trolls
Land Sharks - lots and lots of land sharks, can you say feeding frenzy. :p
Elementals such as toxic, they could be the waste from the urban setting.
 


I was going to saw death claws....

Also crawlers from an outerlimits story. Basicly they are large (6-12 foot) centipedes with nasty mandibles and a spike that can burrow into the body.
 

If I were you, I'd go with a reptilian theme (often overlooked in D&D).

Kobolds as 'pups' or weak minions, Lizardfolk as the next step, with Troglodytes either being a cousin race, or just a specialized tribe, or something. Then, put Yuan-Ti in charge of the whole operation, with a slightly altered flavor to make them less snakey, and more lizard-y. In this case, you have a nice CR progression (1/4--->1--->3--->5--->7) All of the monsters listed easily take class levels to scale for a growing party, and you can put any number of creeps in charge of the mountain horde. Dragons make an obvious choice for a bunch of reptile people, as do the Sarkrith from Fiend Folio. If you want to stick to Yuan-ti, the Anathema from Fiend Folio makes a good "boss."

Maybe make the Yuan-Ti purebloods forcibly "converted" humanoids, and you have the same scary borg-like qualities as the construct army.

Even better, let the mountains be full of Wyverns, and you can eventually have an all-reptile terror from the sky!

Or, if Wyverns are too easy, have them ride mutant dinosaurs, or felldrakes (from MMII, but evil), or even REAL dragons.

You can play this group of foes from level 1-20!!
 

Formians.

As stated in the Monster Manual;

"They seek to colonize all that they see and incorporate all living beings into their hive as workers.

Expansionist in the extreme, Formians are dedicated to spreading their colonies until they have taken over everything and their order is unquestioned."

In other words, you will serve the hive, or you will die. No small wonder that every race in the vicinity would flee to the cities and band together against this menace.
 

I also put a vote in for the Formians.

In addition to what Chimera said:

These guys are pretty much scaled already with the different levels of the hive society having different CR levels. Plus any other levels you want to give them and they become even more scaleable.

Other ideas that came to mind are:

Fungus and Evil Plants. Shriekers and Violet Fungus to start. You could add hit dice to add difficulty latter on. Shambling mounds and Assassian vines also come to mind. Eventually leading to Evil Treants! :)

Doppelgangers: They start at a CR of 3, but you could probably make like a "Mini"Ganger who doesn't have as much power as the full on Doppelgangers. They seem very scaleable once your out of the Level 3 range.

Derro: "When Insane Dwarvy People Attack 3!" They also start at CR 3, but could easily be scaled back. Much easier than a Doppelganger at least.

Azer: "When Flaming Dwarvy People Attack 2!" Only CR 2 and could totally be lowered to CR 1 or even in the fractions if they really exploit that "vulnerability to cold" thing. They fit the bill of living in a waste land... in fact, maybe they made the wastelands themselves... I mean, the do have beards made of fire. Any plantlife in the surrounding area has probably been burned away.
 


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