Oronci

A cruel face and orc features dominate this creature's upper half, while its lower quarters bear the sinewy shape of a centipede.
 

Oronci (CR 5)

Large Aberration
Alignment: Chaotic Evil
Initiative: +3
Senses: Darkvision 120 feet, Tremorsense 60 feet; Perception +5
  Speed: 40 feet, Climb 40 feet
Space: 10 feet
 

Defense

Armor Class: 20, touch 12, flat-footed 17 (+3 Dex, +6 natural, +2 shield, -1 size)
Hit Points: 59 (7d8+28)
Saving Throws: Fort +6, Ref +5, Will +5
Ferocity
Weaknesses: light sensitivity
 

Offense

Melee: mwk battleaxe +11 (1d8+6/x3), bite +10 (1d6+9 plus poison)
Reach: 5 feet
Ranged: mwk longbow +8 (1d8/x3)
  Special Attacks: frenzy, spit
 

Statistics

StrDexConIntWisCha
23 (+6) 17 (+3) 18 (+4) 7 (-2) 10 (+0) 16 (+3)
Base Attack Bonus: +5
CMB +12 (+14 Overrun)
CMD 25 (27 vs. Overrun can't be tripped)
  Feats: Acrobatic Steps, Powerful Maneuvers, Nimble Moves
  Skills: Acrobatics +8 (+12 when jumping), Climb +16, Perception +5, Stealth +6, Swim +8
  Languages: Orc
 

Special Abilities

Frenzy (Ex)

Once per day, an oronci that takes damage in combat can fly into a frenzy as a free action the following round. While in this state, an oronci cannot use any Charisma-, Dexterity-, or Intelligence-based skill checks, but functions as if under the effects of a haste spell. The oronci can continue to frenzy for up to 3 rounds, after which it is staggered for 1 round.

Poison (Ex)

  • Delivery: Bite-injury
  • Fortitude Save: 17
  • Frequency: 1/round for 6 rounds
  • Track: Severe Dexterity
  • Saves: 2 consecutive saves

Spit (Ex)

An oronci can spit poison at a target within 30 feet as a standard action. This is a ranged touch attack, and can only be performed once every 1d6 rounds. If the attack is successful, the target is affected by the poison just as if it had been injured. The oronci can still poison a target with each successful bite attack.

Undersized Weapons (Ex)

Although an oronci is Large, its upper torso is the same size as that of a Medium humanoid. As a result, oronci wield weapons as if they were one size category smaller than their actual size (Medium for most oronci).
 

Ecology

Environment: Any Underground
Organization: solitary, pair, or nest (3-9)
Treasure: standard (heavy wooden shield, mwk battleaxe)

  When drow fleshwarping alchemy is turned and focused upon an orc, the obscene result is called an oronci. Upon submersion in a fleshwarper's alchemical ichor, the unfortunate orc's legs merge, and its lower body turns black and elongates to a length of approximately 15 feet. This new body divides into segments, with each segment sprouting a pair of short, sturdy, thin legs. Finally, the horror's tusks connect to newly grown poison ducts that constantly drip poisonous spittle. The orc's head and upper body stay relatively intact as far as fleshwarping goes, though its eyes sometimes adopt a dark, vacant stare.
  With the exception of the driders, the oronci are among the most useful of the obscenities produced by fleshwarping. They embody all the savage brutality of an orc warrior, but mounted centaurlike upon an even larger, more powerful frame. Being less intelligent than drow, oronci make better shock troopers and advance soldiers for drow armies than the dark elves themselves.
  Oronci who have escaped the slavery of the dark elves have become favored champions for certain clever orc chieftains. Some oronci even overcome their sensitivity to daylight given time, which makes them better suited to terrorize the surface lands.

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