Urrk CR 4
Str 19, Dex 13, Con 18, Int 11, Wis 14, Cha 10
Base Atk +3; CMB +8; CMD 19
Feats Cleave, Intimidating Prowess, Lunge, Power Attack
Skills Intimidate +12, Perception +10
Languages Common, Orc
Gear mwk greataxe, mwk composite longbow (+4) and 30 arrows, mwk chainmail, mwk buckler
Terrifying Roar (Ex)
Urrk can unleash a terrifying roar, audible for miles around. All creatures within a 60 ft. burst of the urrk must succeed at a DC 16 Will save or become frightened for as long as the urrk is alive, conscious and in sight, attempting a new Will save at the end of each turn to end the effect.
A creature can only be affected by a particular urrk’s terrifying roar once per day.
Environment any land
Organization Urrk fight as sergeants and elite troops in orc warbands, and might lead or accompany savage green hordes.
Treasure standard (including gear)
The great, dark powers often recruit (or kidnap) particularly intelligent, violent half-orc child soldiers. Beaten and indoctrinated into unthinking obedience and evil, the young half-orcs are lowered into mystical rebirth pits that grow from the blood stained soil and trapped within. A mixture of mud, bloody ichor and strange alchemical acids are pumped in, and if the creature within survives the transformation, it emerges nine nights later as a powerful urrk.
Urrks have dense, charcoal grey hides, in contrast to the greenish skins of ordinary orc-kind. Urrks emerge from their rebirth pits with an instinctive mastery of combat and a basic understanding of tactics and command. Superbly equipped by their cruel masters, elite urrk warriors command troops of ordinary orc and goblin dregs, instilling basic discipline through sheer violence and terror.
Nemesis Unleashed Volume II. Copyright 2019, Otherverse Games. Author: Chris A. Field