TEXT: EN World EN5IDER | Epic Threats: Goblinoids and Orcs
  EN World EN5IDER | Epic Threats: Goblinoids and Orcs
  A
  s mAny fifth edition cAmpAigns 
   reach the upper levels of the 
    game, Game Masters are 
  finding the lack of high challenge rating 
  monsters fails to provide a variety of 
  encounters. While bounded accuracy 
  allows hordes of lower challenge rating 
  monsters in mobs to create a threat to 
  high-level player characters, more high-
  CR monsters are needed to give your 
  legendary encounters variety. Epic Threats 
  provides creatures to challenge rating 
  11 or higher. This article introduces new 
  goblinoids and orcs.
  Epic Threats
  Goblinoids
  and Orcs
   
  writing James Introcaso
   color art Jen Tracy
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  
  Epic Threats: Goblinoids and Orcs | EN World EN5IDER
  Epic Threats: Goblinoids and Orcs | EN World EN5IDER
  Bugbear savages have spent their brutish lives 
  clawing their way to the top. When a bugbear 
  is lost and isolated in the wilderness for years, 
  its survival depends on achieving a new level of 
  ferocity.
  Bugbear Savage
  XP 20,000 (CR 18)
  Chaotic evil Medium humanoid (goblinoid)
  Initiative: +4
  DEFENSE
  AC: 20 (Unarmored Defense)
  hp: 247 (26d8 + 130)
  Saving Throws: Con +11, Dex +10, Cha +5
  Damage Resistances: bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Condition Immunities: charmed, frightened, para-
  lyzed, poisoned, stunned, and being put to sleep
  OFFENSE
  Speed: 40 ft.
  Multiattack: The bugbear makes two attacks and can 
  use Primal Scream.
  Melee Weapon Attack—Greataxe: +13 to hit, reach 
  5 ft., one target. Hit: 20 (2d12 + 7) slashing damage.
  Melee or Ranged Weapon Attack—Javelin: +13 to 
  hit, reach 5 ft. or range 30/120 ft., one target. Hit: 14 
  (2d6 + 7) piercing damage in melee or 10 (1d6 + 7) 
  piercing damage at range.
  Primal Scream: All hostile creatures within 60 feet of 
  the bugbear must succeed on a DC 20 Wisdom saving 
  throw or be frightened of the bugbear until the end 
  of its next turn. If a creature succeeds on its saving 
  throw, this ability has no effect on that creature for 24 
  hours.
  Retaliation: When the bugbear takes damage from a 
  creature that is within 5 feet of it, it can make a melee 
  weapon attack against that creature as a reaction.
  STATISTICS
  Str  24 (+7) 
  Dex 18 (+4) 
  Con 22 (+6)
  Int 11 (+0) 
  Wis 16 (+3) 
  Cha 11 (+0)
  Languages: Common, Goblin
  Skills: Athletics +13, Intimidation +6, Stealth +10, 
  Survival +9
  Senses: darkvision 60 ft., passive Perception 13
  TRAITS 
  Brute: A melee weapon deals one extra die of its dam-
  age when the bugbear hits with it (already included in 
  the attack).
  Reckless: At the start of its turn, the bugbear may gain 
  advantage on all melee weapon attack rolls during 
  that turn, but attack rolls against it have advantage 
  until the start of its next turn.
  Superior Surprise Attack: If the bugbear surprises 
  a creature and hits it with an attack during the first 
  round of combat, the target takes an extra 14 (4d6) 
  damage from the attack.
  Unarmored Defense: The bugbear can add its Consti-
  tution modifier to its Armor Class while not wearing 
  any armor.
  RECOMMENDED MAGIC ITEMS
  The bugbear may be equipped with one or more of 
  the following magic items at the GM’s discretion: +2 
  greataxe, bronze griffon figurine of wondrous power, 
  ring of protection, and two potions of supreme healing.
  
  EN World EN5IDER | Epic Threats: Goblinoids and Orcs
  EN World EN5IDER | Epic Threats: Goblinoids and Orcs
  Goblin creepers are depraved champions blessed 
  by their tribe’s dark god. Infused with necrotic 
  magic, these ritualistic killers protect their clan by 
  silently eliminating their enemies’ leaders. 
  Goblin Creeper
  XP 15,000 (CR 16)
  Neutral evil Small humanoid (goblinoid)
  Initiative: +6
  DEFENSE
  AC: 21 (studded leather and shield)
  hp: 143 (22d6 + 66)
  Saving Throws: Dex +12, Con +8, Wis +7
  Damage Resistances: poison; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage Immunity: necrotic
  OFFENSE
  Speed: 30 ft.
  Multiattack: The goblin makes two attacks.
  Melee or Ranged Weapon Attack—Shadow Blade: 
  +12 to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 
  14 (1d12 + 7) slashing damage and 7 (1d12) necrotic 
  damage.
  STATISTICS
  Str  12 (+1) 
  Dex 24 (+7) 
  Con 16 (+3)
  Int 15 (+2) 
  Wis 14 (+2),  
  Cha 20 (+5)
  Languages: Common, Goblin
  Skills: Insight +7, Stealth +12
  Senses: darkvision 60 ft., passive Perception 12
  TRAITS
  Nimble Escape: The goblin can take the Disengage or 
  Hide action as a bonus action of each of its turns.
  Magic Resistance: The goblin has advantage on saving 
  throws against spells and other magical effects.
  Shadow Blade: The goblin can create a sword of 
  shadows. The blade is summoned in the same action 
  in which it is used to attack. If thrown, the blade re-
  forms in the goblin’s hand after the attack is resolved.
  Sneak Attack: The goblin deals an extra 28 (8d6) 
  damage when it hits a target with a weapon attack 
  and has advantage on the attack roll, or when the 
  target is within 5 feet of an ally of the goblin that isn’t 
  incapacitated and the goblin doesn’t have disadvan-
  tage on the roll. A sneak attack may only be made 
  once per turn.
  Spellcasting: The goblin’s innate spellcasting ability is 
  Charisma (spell save DC 18). The goblin may cast the 
  following spells, requiring no material components:
  At-will: darkness, invisibility
  3/day each: blindness/deafness, silence
  1/day each: blight, contagion, create undead, finger of 
  death
  RECOMMENDED MAGIC ITEMS
  The goblin may be equipped with one or more of the 
  following magic items at the GM’s discretion: cloak of 
  elvenkind, ring of evasion, and two potions of superior 
  healing.
  
  Epic Threats: Goblinoids and Orcs | EN World EN5IDER
  Epic Threats: Goblinoids and Orcs | EN World EN5IDER
  Hobgoblin monarchs command legions of deadly 
  goblinoid warriors. These tyrants are generals of 
  the highest caliber, and each has earned its crown 
  with innumerable kills in countless battles. 
  Hobgoblin Monarch
  XP 11,400 (CR 14) 
  Lawful evil Medium humanoid (goblinoid)
  Initiative: +3
  DEFENSE
  AC: 20 (plate, shield)
  hp: 218 (23d8 + 115)
  Saving Throws: Int +8, Wis +8, Cha +9
  Condition Immunities: charmed, frightened
  Parry: The hobgoblin adds 6 to its AC against one 
  melee attack that would hit it as a reaction. To do so, 
  the hobgoblin must see the attacker and be wielding 
  a melee weapon or shield.
  OFFENSE
  Speed: 30 ft.
  Multiattack: The hobgoblin makes four attacks, only 
  one of which may be a shield bash.
  Melee Weapon Attack—Longsword: +11 to hit, reach 
  5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
  Melee Weapon Attack—Spiked Shield Bash: +11 to 
  hit, reach 5 feet., one creature. Hit: 9 (1d6 + 6) piercing 
  damage. If the target is Large or smaller, it must suc-
  ceed on a DC 19 Strength saving throw or be knocked 
  prone.
  Melee or Ranged Weapon Attack—Javelin: +11 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 9 (1d6 + 
  6) piercing damage.
  Imperial Battle Cry (Recharges after a Short or Long 
  Rest): As an action, the hobgoblin monarch rallies its 
  soldiers with a chant of imperial glory. Friendly crea-
  tures within 30 feet who can see or hear the monarch 
  gain a +5 bonus to attack rolls or saving throws for 
  the duration. A creature can only benefit from one 
  Imperial Battle Cry at a time. This effect ends if the 
  hobgoblin can no longer give commands. 
  Unquestionable Command (Recharges after a Long 
  Rest): As an action, the hobgoblin issues an imperi-
  ous command to up to ten friendly creatures within 
  30 feet. These creatures may make a melee or ranged 
  attack with advantage as a reaction. Goblinoids who 
  hit with this attack always score a critical hit..
  STATISTICS
  Str 22 (+6) 
  Dex 16 (+3) 
  Con 20 (+5)
  Int 17 (+3) 
  Wis 16 (+3) 
  Cha 18 (+4)
  Languages: Common, Goblin
  Skills: Athletics +10, Insight +8
  Senses: darkvision 60 ft., passive Perception 13
  TRAITS 
  Superior Martial Advantage: Once per turn, the 
  hobgoblin can deal an extra 28 (8d6) damage to a 
  creature it hits with a weapon attack if that creature 
  is within 5 feet of an ally of the hobgoblin that isn’t 
  incapacitated. 
  Superior Heavy Armor Master: While wearing heavy 
  armor the hobgoblin reduces any bludgeoning, 
  piercing, or slashing damage taken from nonmagical 
  weapons by 5.
  RECOMMENDED MAGIC ITEMS
  The hobgoblin may be equipped with one or more of 
  the following magic items at the GM’s discretion: +1 
  longsword, +2 plate armor, ring of jumping, and two 
  potions of superior healing.
  
  EN World EN5IDER | Epic Threats: Goblinoids and Orcs
  EN World EN5IDER | Epic Threats: Goblinoids and Orcs
  Orc godspeakers are mighty shamans touched 
  by the gods of war. Their devotion in prayer and 
  battle has been rewarded with divine gifts and 
  spells of death and sorrow.
  Orc Godspeaker
  XP 11,400 (CR 14)
  Chaotic evil Medium humanoid (orc)
  Initiative: +2
  DEFENSE
  AC: 19 (half plate, shield)
  hp: 190 (20d8 + 100)
  Saving Throws: Wis +9, Cha +7
  OFFENSE
  Speed: 30 ft.
  Multiattack: The orc makes two melee attacks.
  Melee or Ranged Weapon Attack—Spear: +11 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 17 (1d6 + 
  6 plus 1d12) piercing damage.
  STATISTICS
  Str 22 (+6) 
  Dex 14 (+2) 
  Con 20 (+5)
  Int 12 (+1) 
  Wis 20 (+5) 
  Cha 16 (+3)
  Languages: Common, Orc
  Skills: Intimidation +8, Religion +6
  Senses: darkvision 60 ft., passive Perception 11 
  TRAITS 
  Aggressive: As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see.
  Blessing of the War God: The orc and its allies within 
  30 feet that can see the orc score critical hits with 
  melee weapon attacks on a roll of 19 or 20.
  Fury of the War God: The orc deals an extra 7 (1d12) 
  damage when it hits with a weapon attack (already 
  included in the attack).
  Magic Resistance: The orc has advantage on saving 
  throws against spells and other magical effects.
  Spellcasting: The orc is an 18th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 18, +10 to 
  hit with spell attacks). The orc has the following cleric 
  spells prepared:
  Cantrips (at-will): guidance, sacred flame, 
  thaumaturgy
  1st-level (4 slots): bane, command, cure wounds, 
  inflict wounds
  2nd-level (3 slots): hold person, spiritual weapon, 
  zone of truth
  3rd-level (3 slots): animate dead, bestow curse, dispel 
  magic
  4th-level (3 slots): control water, locate creature, 
  stone shape
  5th-level (3 slots): contagion, flame strike, insect 
  plague, mass cure wounds
  6th-level (2 slots): blade barrier, true seeing
  7th-level (2 slots): divine word, fire storm
  8th-level (1 slot): earthquake
  9th-level (1 slot): gate
  RECOMMENDED MAGIC ITEMS
  The orc may be equipped with one or more of the 
  following magic items at the GM’s discretion: +1 spear, 
  +2 half-plate armor, cloak of resistance, and two potions 
  of greater healing.
  
  Epic Threats: Goblinoids and Orcs | EN World EN5IDER
  Epic Threats: Goblinoids and Orcs | EN World EN5IDER
  Orog devastators are engines of unrelenting 
  destruction, possessing bloodlust unheard of even 
  among orcs. It is said the ritual used to create a 
  devastator is a secret closely kept by a cabal of 
  immortal shamans, but even the best-kept secret 
  cannot remain hidden forever. Though orc tribes 
  only turns to the ritual in times of desperation, 
  there are those who long to abuse this ancient 
  power. 
  Orog Devastator
  XP 24,500 (CR 20)
  Chaotic evil Medium humanoid (orc)
  Initiative: +5
  DEFENSE
  AC: 21 (natural armor)
  hp: 315 (30d8 + 180)
  Saving Throws: Int +8, Wis +8, Cha +9
  Damage Immunities: bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Condition Immunities: charmed, frightened, para-
  lyzed, petrified, poisoned, stunned
  OFFENSE
  Speed: 50 ft.
  Multiattack: The orog makes five attacks and can use 
  its Frightful Presence.
  Melee Weapon Attack—Greataxe: +14 to hit, reach 
  5 ft., one target. Hit: 21 (2d12 + 8) slashing damage 
  and 9 (2d8) fire damage.
  Melee or Ranged Weapon Attack—Javelin: +14 to 
  hit, reach 5 ft. or range 30/120 ft., one target. Hit: 18 
  (1d6 + 8 plus 1d12) piercing damage and 9 (2d8) fire 
  damage.
  Frightful Presence: Each creature of the orog’s choice 
  that is aware of the orog and within 120 feet must 
  succeed on a DC 17 Wisdom saving throw or become 
  frightened for 1 minute. A creature can repeat the 
  saving throw at the end of its turn, ending the effect 
  on itself on a success. If a creature succeeds on 
  its saving throw, this ability has no effect on that 
  creature for 24 hours.
  Retaliation: When the orog takes damage from a 
  creature that is within 5 feet of it, it can make a melee 
  weapon attack against that creature as a reaction.
  STATISTICS
  Str 26 (+8) 
  Dex 20 (+5) 
  Con 24 (+6)
  Int 15 (+2) 
  Wis 14 (+2) 
  Cha 16 (+3)
  Languages: Common, Orc
  Skills: Intimidation +8, Religion +6
  Senses: darkvision, passive Perception 11
  TRAITS 
  Aggressive: As a bonus action, the orog can move up 
  to its speed toward a hostile creature that it can see.
  Fury of the War God: The orog deals an extra 7 (1d12) 
  damage when it hits with a weapon attack (included 
  in the orog’s attack).
  Limited Magic Immunity: Unless the orog wishes 
  to be affected, it is immune to spells of 6th level or 
  lower. The orog has advantage on saving throws 
  against all other spells and magical effects.
  Regeneration: The orog regains 15 hit points at the 
  start of its turn.
  Unrelenting Destruction: Whenever an attack, spell, 
  or effect reduces the orog to 0 hit points, it may make 
  a Constitution saving throw. The DC is equal to the 
  damage inflicted. On a success, the orog instead 
  takes no damage. On a failure, it is reduced to 0 hit 
  points as usual. 
  Unholy Fire: The orog’s weapon attacks are magi-
  cal and deal an extra 9 (2d8) fire damage (already 
  included in the orog’s attacks).
  RECOMMENDED MAGIC ITEMS
  The orog devastator may be equipped with one or 
  more of the following magic items at the GM’s discre-
  tion: berserker axe (greataxe), brooch of shielding, 10 
  javelins of lightning, one potion of growth, and a ring of 
  evasion. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 055 - Epic Threats Orcs Goblins Revised.pdf