D&D 5E Give This Guy Some Stats!

[MENTION=6776279]Rod Staffwand[/MENTION]: Nice!
[MENTION=6803126]Jediking[/MENTION]: That thought did occur to me. At the moment I'm thinking of giving him a "War Music" action that he can use to either perform a "bolstering chant" that makes allies within 60 feet immune to being charmed or frightened until the end of the wardrummer's next turn or an "ominous dirge" that frightens enemies within 60 feet for up to 1 minute.

I'm also thinking of giving him a few thematic bard spells.

EDIT: Here's what I've come up with:

ORC WARDRUMMER
Medium humanoid (orc), chaotic evil
AC 15 (breastplate)
HP 45 (6d8 + 18)
Spd 30 ft.
--------------------------------------------
STR 15 DEX 12 CON 16 INT 9 WIS 11 CHA 16
--------------------------------------------
Skills Intimidation +5, Performance +7
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
CR 1 (200 XP)
--------------------------------------------
Aggressive.
Spellcasting. The orc is a 2nd-level spellcaster. Its spellcasting ability is Charisma (DC 13; +5 to hit).
The orc knows the following bard spells:

Cantrips (at will): thunderclap, vicious mockery
1st level (3 slots): bane, earth tremor, healing word, heroism, thunderwave

ACTIONS
Bone Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning dmg.
War Music. The orc performs music and chooses one of the following magical effects: a bolstering chant or an ominous dirge.
Bolstering Chant. Any nonhostile creature within 60 feet of the orc that can hear the performance are immune to being charmed or frightened until the end of the orc's next turn.
Ominous Dirge. Any hostile creature within 60 feet of the orc that can hear the performance must succeed on a DC 13 Wisdom save or be frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this orc's war music for the next 24 hours.
 
Last edited:

log in or register to remove this ad

ORC WAR DRUMMER
Medium humanoid (orc), chaotic evil

Armor Class 14 (hide armor)
Hit Points 37 (5d8 + 15)
Speed 30 ft.

STR 16 (+3), DEX 15 (+2), CON 16 (+3), INT 7 (-2), WIS 11 (+0), CHA 16 (+3)

Skills Intimidation +5, Perform +5
Senses Darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 2 (400 XP)

Aggressive. As a bonus action, the orc war drummer can move up to its speed toward a hostile creature that it can see.

ACTIONS

Bone Drumstick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Backbeat. The war drummer pounds out a steady rhythm. Allies that can hear the drumbeat, as well as the drummer itself, gain advantage on saving throws against being charmed and frightened. Enemies that can hear it must make a DC 13 Wisdom saving throw or be frightened until the end of the drummer's next turn.

Flourish (Recharge 5-6). The war drummer makes up to three bone drumstick attacks, each against a different target. If the drummer makes three attacks and all three hit, the third attack deals 13 (3d6 + 3) bludgeoning damage.

Drum Solo. This ability can only be used if the drummer used Backbeat or Flourish on each of its last two turns. The war drummer goes into a frenzy of pounding. All hostile creatures within 60 feet must make a DC 13 Constitution save; those that fail take 10 (3d6) thunder damage, and are knocked prone and deafened for 1 minute. Those that succeed take half damage and are deafened until the end of the drummer's next turn.

Next up: Orc lead guitarist. This orc can really wield an axe.
 
Last edited:



I statted up this guy for a mini-campaign against an invading orc horde, loosely based on Red Hand of Doom. Here's how I saw him:

Orc War Drummer
Medium humanoid (orc), chaotic evil

Armor Class 14 (scale mail)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
------
Str 14 (+2) Dex 10 (0) Con 15 (+2) Int 08 (-1) Wis 12 (+1) Cha 14 (+2)
------
Saving Throws Wis +3, Cha +5
Skills Intimidation +7
Senses darkvision 60 ft., passive Perception +11
Languages Common, Orc
Challenge 2 (450 XP)
------
 Doom Drum Reaction (4/Day). The turn after the war drummer begins playing his drums, he can do any of the following as a reaction (which may be done after the roll is made):
• Add 1d6 to attack roll, ability check or saving throw of any ally within 60 feet who can hear the drums
• Subtract 1d6 from attack roll, ability check or saving throw of any enemy within 60 feet who can hear the drums

Actions
Doom Drum. The war drummer can use his action to play his drum. Until the beginning of the war drummer's next turn, all creatures of his choice within 60 feet have advantage on saving throws against being frightened and morale checks. In addition, the war drummer is eligible to take certain other actions as a bonus action or reaction as described elsewhere.

Crescendo of Doom (1/Day). While playing his doom drums, the war dummer can use his bonus action to cause enemies within 60 feet to be frightened and flee. Roll 10d8; the total is how many hit points of enemies are potentially affected. Choose enemies within 60 feet in ascending order of their current hit points. Each potentially affected creature must make a DC 13 Wis saving throw or be frightened for 1 minute and must use its dash action to move away from the war drummer. Such creatures can make a new saving throw at the end of their turn if they can no longer hear the war drummer, ending the effect on itself with a success. A creature that makes its saving throw is not affected, but its hit points still count towards the total. Undead and creatures immune to being frightened aren't affected by this spell (and their hit point does not count towards the total).

Crescendo of Inspiration (1/Day). While playing his doom drums, the war dummer can use his bonus action to cause allies within 60 feet to have advantage on all attack rolls until the beginning of the war drummer's next turn.

Drumstick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.
 

I went with a variation on [MENTION=58197]Dausuul[/MENTION]'s drummer. The players really didn't like his drumming and focused their fire on him. He got taken out in two rounds. Poor guy. :(
 

I went with a variation on [MENTION=58197]Dausuul[/MENTION]'s drummer. The players really didn't like his drumming and focused their fire on him. He got taken out in two rounds. Poor guy. :(
Ah, well, he died gloriously. Focused fire is the sincerest form of flattery.
 



Remove ads

Top