Ettorc by Davion IV
Medium-size Aberration
Hit Dice: 4d8+12 (30 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 12 (+1 Dex, +1 natural)
Attacks: 1, 1 Spear +3 melee, +3 melee
Damage: Spear d8+3, d8+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Fast healing
Saves: Fort +4, Ref +2, Will +7
Abilities: Str 16, Dex 12, Con 16, Int 6, Wis 16, Cha 6
Skills: Intimidate +4, Listen +9, Spot +9

Environment: Any forest,hills,mountains,underground
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large)


These unnatural creatures were formed when some dimented wizard, sorceror or deity grafted two heads and two sets of arms onto one orc body.

These creatures usually serve the master who created them as they cannot survive long without magical aid.

They are usually used as guards, being far superior in strength, toughness and alertness to a standard orc.

Usually only the biggest and dumbest orcs are 'volunteered' for the operation that makes them an ettorc, then the procedure itself kills many more brain cells leaving them even dumber as well as horribly disfigured.

Combat
Ettorcs may wield any two weapons, including two double weapons. If using two single weapons they may also use up to two shields, stacking those bonuses.

Due to their lack of real skill or intelligence, they usually favor simple weapons and straightforward tactics in battle.

They are not bright enough to think of it themselves, but their masters often dress them in heavy, cheap armor such as scale mail.

Aberrations have darkvision with a range of 60 feet.

Their 2 heads give them accute senses, expressed by their wisdom scores. Their will saves should be reduced by -4.

Society
They can exist only with the magical aid of their creator, so they will usually fight for him/her/it to the death.

This creature has not yet been play tested.
This is not a kender type creature.

 



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