DCC Bestiary - Orlock

My world doesn’t have orcs and goblins – it’s got grues and rat-things.  Something strange and different, and I don’t want to fall back on the regular ho-hum monsters.  I want creatures to have cultural flavor and purpose.

A
nd yet, I don’t have intelligent, subterranean savage humanoids to throw at my players.  What should I do?

T
aking inspiration from Tolkien’s goblins of Moria, and the Hobbit’s description of Gollum, the deformed orcs from the Lord of the Rings films, and also HG Wells’ morlocks (from the books and both movies) I came up with something that seems a bit familiar, but is still different enough to be unique to my world and a bit of a mystery to my players.  I also made sure they are not just bags of hit points to create a vanilla encounter

 

Orlock

     Orlocks might have been men once, long ago, but have descended into the depths of the earth and live in the uttermost dark.  They have rough, pale grey skin, and would be 7 feet tall if they stood upright, with rough features and wide white eyes.  Their arms are much longer than normal, and they have a lumbering gait, dragging their arms on the ground.  Their eyesight is very poor, so they use their hands to feel about, and are greatly disturbed by bright light.  They also have thick hides, often deformed with tumors and deformities.  They are hunters and raiders, able to move quite silently and pounce unsuspecting on prey, be it subterranean fish or a hapless wandering soul. 

     Orlocks communicate in a whistles and clicks amongst themselves, but High Orlocks often speak in the tongue of grues and dwarves.

     Larger bands of Orlocks tend to have leather or hide armor carved from creatures that dwell underground, and wield spears and axes.  Every group with more than eight orlocks have an Orlock Brute, and any group with more than 20 orlocks have a High Orlock.

 

     Orlock: Init +1; Atk claw +1 melee (1d4) or as weapon +1 melee; AC 13 + armor; HD 1d8+1 (5 hp); MV 30’; Act 1d20; SQ: darkvision 120’, daylight aversion, long reach, mottled hide, SV Fort +2, Ref +0, Will -1; AL C.
     Orlocks are most often encountered equipped with clubs and no armor to speak of.
     When exposed to bright light, Orlocks suffer a -2 to skill checks and attack rolls.
     Because of their long reach, Orlocks have a further +2 bonus to grapple their foes, climb, or swim.
     Due to their thick, uneven skin, Orlocks have a base armor class of 13, plus any armor they might wear.  As well, their hides blend well with the rocks of caverns and caves, and in such an environment have a chance to sneak and hide at +6 to their skill checks – even working against those who have infravision.

 

     Orlock Brute: Init +1; Atk claw +3 melee (1d4+2) or as weapon +3 melee (damage +2); AC 13 + armor; HD 3d8+6 (20 hp); MV 30’; Act 1d20; SQ: darkvision 120’, daylight aversion, long reach, mottled hide, SV Fort +4, Ref +2, Will +1; AL C.
     Orlock brutes are often equipped with handaxes made of stone and leather armor.
     When exposed to bright light, Orlocks suffer a -2 to skill checks and attack rolls.
     Because of their long reach, Orlocks have a further +2 bonus to grapple their foes, climb, or swim.
     Due to their thick, uneven skin, Orlocks have a base armor class of 13, plus any armor they might wear.  As well, their hides blend well with the rocks of caverns and caves, and in such an environment have a chance to sneak and hide at +6 to their skill checks – even working against those who have infravision.

 

     High Orlock: Init +2; Atk claw +3 melee (1d4) or as weapon +3 melee; AC 13 + armor; HD 5d8+5 (28 hp); MV 30’; Act 1d20; SQ: darkvision 120’, daylight aversion, long reach, mottled hide, one with the darkness (+4 casting check – darkness, resist cold or heat, chill touch), SV Fort +2, Ref +0, Will -1; AL C.
     High Orlocks are often equipped with spears and hide armor.
     When exposed to bright light, Orlocks suffer a -2 to skill checks and attack rolls.
     Because of their long reach, Orlocks have a further +2 bonus to grapple their foes, climb, or swim.
     Due to their thick, uneven skin, Orlocks have a base armor class of 13, plus any armor they might wear.  As well, their hides blend well with the rocks of caverns and caves, and in such an environment have a chance to sneak and hide at +6 to their skill checks – even working against those who have infravision.
     High Orlocks are attuned to the dark and the deep, and can call on the power that lies deep in the earth, much like a shaman or druid might do in the world above – they can cast darkness, resist cold or heat, and chill touch as a cleric of 3rd level, with a +4 bonus to casting.

No comments:

Post a Comment