With orcs, I continue my examination of the cannon-fodder humanoid monsters of Dungeons & Dragons. Actually, orcs have always been somewhat tougher than goblins and kobolds, but they remain one of the undistinguished stock foes of low-level D&D parties. How does the fifth edition of D&D make orcs unique?
Unlike goblins and kobolds, orcs are strong and tough. They’re not very smart—their behavior is largely driven by instinct—but they possess average Wisdom and decent Dexterity. They have the Aggressive feature, which allows them to move their full speed toward a hostile creature as a bonus action, effectively allowing them to Dash, then Attack. And, curiously, they possess a social skill (Intimidation +2). Their standard melee weapon, the greataxe, deals damage that can be deadly to a level 1 character.
These are no hit-and-run skirmishers or snipers. Orcs are brutes. They’ll charge, they’ll fight hand-to-hand, and they’ll retreat only with the greatest reluctance when seriously wounded. (Being fanatical valuers of physical courage, orcs—unlike most creatures—are more willing to fight to the death.)