Dark Horde Forces

The remnants of the Blackrock and Dragonmaw clans, along with their forest troll, ogre and goblin allies, form a brutal though small force. Outnumbered in a hostile land, these orcs and their allies have developed more sophisticated tactics than those they used in the past. The original Horde that passed over from Draenor had the benefit of large numbers; for every orc that fell, it seemed ten more sprang up in his place. Now these renegades temper their chaotic, bloodthirsty natures with caution, as they no longer have the forces to support reckless charges.

The Dark Horde uses the terrain around Blackrock Spire to its advantage. Orc and goblin lookouts hide behind carefully stacked rockfalls they can trigger in an instant, burying enemies on the path below. The renegades engage enemies in bottlenecks, where a pack of ogres or forest trolls make short work of assailants forced to approach one at a time. The renegades also know the best ambush sites on the Spire, where they throw rocks and fire missile weapons at enemies in shallow canyons.

When engaging enemies outside their territory, these renegades prefer to scout the land and pick defensible positions before attacking. The orcs try to have one or two locations to which they retreat when hard-pressed, usually rocky terrain with plenty of cover or thick forest (unless they are fighting night elves). The warriors attempt to lure their foes into unfamiliar ground where, if the orcs have no advantage, at least neither does the opposition.

The Dark Horde places its toughest warriors, usually ogres, in the front ranks, keeping weaker fighters in the back with ranged weapons and healing magic. In rare cases, the strongest orc leaders might appear mounted on the backs of black drakes, but such a sight is never seen outside Blackrock Spire. The melee fighters use intelligent tactics in battle; in the first few rounds of combat the warriors flank with each other, and less-skilled melee combatants use the aid another action to enhance their more talented comrades. After a few rounds, however, an orc's innate bloodlust can take over. Warriors lose control and lash out wildly at their opponents. Instead of using multiple attacks on one enemy, an orc may swing once at every enemy in range. These renegades train themselves to focus their attacks on the strongest enemy they can see until he falls, but in the heat of combat they often forget such training and may chase weakened stragglers across the battlefield.

Two types of spellcasters support the renegades. First, orc warlocks call down annihilating magical barrages and summon fiendish monstrosities. Second, forest troll healers, usually voodoo priests, assist the troops with healing magic and defensive spells. Orc warlocks who serve the Burning Legion also assist them.

Blackrock Hunter, 8th-Level Melee Hunter* Male Orc: CR 8; Large humanoid; HD 8d8+16, hp 55; Init +3; Spd 30 ft.; AC 19, touch 13, flat-footed 16; Base Atk +8; Grp +12; Atk +14 melee (1d8+5/19—20, longsword); Full Atk +12/+7 melee (1d8+5/19-20, longsword) and +11 melee (1d6+3/19—20, short sword); SA aspect of the hawk (melee) *, raptor strike*, strike 4/day*; SQ low-light vision, animal empathy, aspect of the monkey, eagle eye, tame animal; AL NE; SV Fort +4, Ref +9, Will +3; Str 18, Agy 17, Sta 14, Int 11, Spt 12, Cha 14.

Languages Spoken: Common, Low Common and Orcish.

Skills: Handle Animal +15, Knowledge (nature) +13, Listen +12, Survival +14.

Feats: Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (longsword).

Possessions: +1 longsword, +1 short sword, +2 studded leather, healing draught, lesser healing draught.

* See the Horde Player's Guide. Dire Wolf Companion: Large animal; 6d8+18 (45 hp); Init +3; Spd 50 ft; AC 16, touch 12, flat-footed 14; Base Atk +4; Grp +16; Atk/Full Atk +11 melee (1d8+12, bite); Space 10 ft.; SA trip; SQ low-light vision, devotion, empathy, link, scent, share aspect; AL N; SV Fort +8, Ref +7, Will +2; Str 26, Agy 16, Sta 17, Int 2, Spt 12, Cha 10.

Skills: Listen +9, Stealth +4 (+0 to hide), Spot +9, Survival +2.

Feats: Run, Skilled (Listen and Spot), Track, Weapon Focus (bite).

Tricks Known: A Blackrock hunter's dire wolf companion knows attack, come, defend, down, guard, heel, stay, and track.

Dragonmaw Shadowwarder, 7th-Level Warlock/2nd-Level Fel-Swom Male Orc: CR 9; Large humanoid (orc); HD 9d6+18, hp 52; Init +8; Spd 30 ft.; AC 20, touch 13, flat-footed 16; Base Atk +5; Grp +10; Atk/Full Atk +7 melee (1d4+3/19-20, dagger) or +5 melee (1d4+1, bite); SA fel fangs; SQ low-light vision, fel companion, fel corruption, scabrous hide, summoner, sworn, orc traits; AL CE; SV Fort +4, Ref +9, Will +9; Str 12, Agy 18, Sta 15, Int 17, Spt 14, Cha 11.

Languages Spoken: Common, Low Common and Orcish.

Skill: Bluff +4, Concentration +12, Decipher Script + 13, Disguise +2, Escape Artist +6, Intimidate +14, Knowledge (arcane) +13, Sense Motive +4, Spellcraft + 17, Spot +4, Survival +4

Feats: Block Spell, Improved Initiative, Iron Will, Magic Energy Control, Quicken SpellB, Scribe ScrollB.

Warlock Spells (5/6/6/5/3/2; save DC 13 + spell level): A Dragonmaw shadowwarder's high Intellect score and ranks in Spellcraft allow him to prepare 12 spells per level; he can prepare most of the spells on the warlock spell list. He favors the following spells:

2nd—mirror image; 3rd—demon skin, life tap*; 4th— Mannoroth's legacyf, stoneskin, summon monster IV; 5th—greater shadow bolt*.

Possessions: +2 dagger, bracers of armor +4, fire elemental gem, gloves of Agility +2, limited invulnerability elixir, wand of unholy frenzy, spell component pouch, spellbooks.

* See More Magic & Mayhem.

t See the Horde Players Guide.

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