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<blockquote data-quote="Chaosmancer" data-source="post: 7011101" data-attributes="member: 6801228"><p>I love the Tanarukk, but looking back at it I can see what you're saying about them not being terribly impressive on the battlefield (I thought they got 2 greatsword attacks), but that reaction is bonkers. And, a great terrifying moment for the players when they get struck for hitting this guy, and the ruling on this I think is clear, it reacts when you hit it, not when it takes the damage. So even on the blow that will kill it, the Tanarukk can get a last swing in. </p><p></p><p>There are two ways I would run Tanarukks.</p><p></p><p>1) Get a lot of them. The normal stories for Tanarukks make them a singular entity within an orc tribe, but perhaps an isolated tribe is infused with Demonic power, either Baphomet having a plan and unleashing his horde of Orc Demons from the mountains or a leaking portal near their home which the players are sent to deal with. Putting 6 to 8 Tanarukks on the battlefield is going to make a party take a step back and rethink their life choices I think. </p><p></p><p>2) They are a singular leader, with the support of the tribe. Tanarukk's are not smart, but they are smart enough to see the value of wearing armor, and orcs have been shown to have a wide variety of armor available. Give them plate from the Orogs, and a magic weapon blessed by the tribe which increases their damage output. Perhaps a former Claw of Luthic is the things mother, and supports her child in combat, her abilities restored by Baphomet or perhaps as a sign that Luthic will not abandon her children as long as they continue as orcs should. That should make the Tanarukk scary enough with their higher hp and retaliation.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7011101, member: 6801228"] I love the Tanarukk, but looking back at it I can see what you're saying about them not being terribly impressive on the battlefield (I thought they got 2 greatsword attacks), but that reaction is bonkers. And, a great terrifying moment for the players when they get struck for hitting this guy, and the ruling on this I think is clear, it reacts when you hit it, not when it takes the damage. So even on the blow that will kill it, the Tanarukk can get a last swing in. There are two ways I would run Tanarukks. 1) Get a lot of them. The normal stories for Tanarukks make them a singular entity within an orc tribe, but perhaps an isolated tribe is infused with Demonic power, either Baphomet having a plan and unleashing his horde of Orc Demons from the mountains or a leaking portal near their home which the players are sent to deal with. Putting 6 to 8 Tanarukks on the battlefield is going to make a party take a step back and rethink their life choices I think. 2) They are a singular leader, with the support of the tribe. Tanarukk's are not smart, but they are smart enough to see the value of wearing armor, and orcs have been shown to have a wide variety of armor available. Give them plate from the Orogs, and a magic weapon blessed by the tribe which increases their damage output. Perhaps a former Claw of Luthic is the things mother, and supports her child in combat, her abilities restored by Baphomet or perhaps as a sign that Luthic will not abandon her children as long as they continue as orcs should. That should make the Tanarukk scary enough with their higher hp and retaliation. [/QUOTE]
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