0% found this document useful (0 votes)
22 views5 pages

Orc-Ogre Hybrid Characteristics

The document discusses various hybrid races resulting from the crossbreeding of humans and sub-humans, detailing their characteristics, societal roles, and interactions with other races. It provides specific information on Half-Hobgoblins, Half-Ogres, Half-Orcs, and Half-Trolls, including their physical attributes, lifespan, and racial abilities. Additionally, it includes tables outlining racial ability requirements, class limitations, preferences, thief abilities adjustments, height and weight averages, and aging effects for these hybrid races.

Uploaded by

Mike
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
22 views5 pages

Orc-Ogre Hybrid Characteristics

The document discusses various hybrid races resulting from the crossbreeding of humans and sub-humans, detailing their characteristics, societal roles, and interactions with other races. It provides specific information on Half-Hobgoblins, Half-Ogres, Half-Orcs, and Half-Trolls, including their physical attributes, lifespan, and racial abilities. Additionally, it includes tables outlining racial ability requirements, class limitations, preferences, thief abilities adjustments, height and weight averages, and aging effects for these hybrid races.

Uploaded by

Mike
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

their religions and in their minds.

The warring weeds

Hybrids out the weak and gives the survivors power and glory,
thus establishing the pecking order on a large scale.
Exceptional humanoids that become adventurers are a
There is at least some relationship between result of this weeding process, and are nearly always
the sub-human monsters and mankind. While this driven by the same competitiveness their tribes
relation is tenuous at the best of times every once in possess.
while a offspring of humans and sub-humans will
result.
All of the hybrid races have certain things in
common. While most will pass into their own Half-Hobgoblin
sub-human societies largely unnoticed, a few can
Hobgoblins, or Robin-Goblins, as they are
pass for human. This small number, say 5% to 10%
known to the Celts, are cousins to the Goblins.
of human/sub-human hybrids, can become player
Standing much taller than goblins these fierce brutes
characters.
often are found in the company of their smaller
Most humans will be suspicious of these
cousins. Human-Hobgoblin cross-breeds are the
hybrids and there could be racial difficulties. Most
rarest of all of the sub-human hybrids.
demi-humans such as elves, dwarves and haflings
Standing about 5½ ’ to 6’ tall and weighing
will be hostile to them at best.
100 to 150lbs, half-hobgoblins are also among the
DM’s Note: To preserve game balance and
smallest of the hybrids. Their hairy hides range from
playability in the Glantri campaign DMs may want to
dark reddish-brown to dark gray. Their faces show
limit the number of hybrid characters per gaming
dark red or red-orange skin. Large males have blue or
party. Hybrids are designed to add a bit of variety or
red noses. Half-Hobgoblin eyes are either dark
mystery to the game.
yellowish or brown while their teeth are yellow. Their
garments tend to be brightly colored, often bold,
A Note on Humanoids blood red. Any leather is always tinted black. The
life-span of a half-hobgoblin shorter than a that of a
To get the proper feel for role-playing human. They are young adults from 11 to 14, adults
humanoids, one must first understand their from 15 to 30, middle aged from 31 to 40, old from
motivations. Humanoid society is usually formed
41 to 55 and venerable beyond 56.
into tribal hierarchies with the strongest members in
Half-Hobgoblins tend to be solitary. They
control. This type of organization is also found in
usually are not welcome in either human or
wild animal populations and is often referred to as the
hobgoblin societies. Half-hobgoblins are often hired
“pecking order.” In groups of predatory animals like
as mercenaries.
wolves or lions, the rivalry of the pecking order
establishes the most physically powerful male as the Half-Hobgoblins usually speak goblin, orc,
master of all he surveys. This mastery allows the their alignment language and of course their own
strongest male to have his first choice of a mate, language. In addition, they can communicate with
food, and all else he desires. The leading male also intelligent gorillas.
has great responsibilities in the hunt and in the Half-Hobgoblins have a spirit and not a soul,
protection of his group. In humanoid societies, the so they can not be raised by normal means.
pecking order works in much the same way; in both
cases, the group is there for the protection of its
individual members over all other outside influences. Half-Ogre
Humanoids take this reasoning a step further so that Half Ogres are very tall compared to their human
all other outside influences must be eliminated, cousins. Standing anywhere from 7’ to 8’ and
controlled, or used for group or individual benefit. weighing 315 to 425lbs they have been described as
Most humanoids fervently believe that the only way the best door openers around! Skin and hair color are
to get something in life is to take it by force. variable, but tend toward brown, gray, black, dull
Humanoids of all races will not be adverse yellow (skin only), or any of the above with a slight
to joining forces in order to attack common enemies; gray-green tint. Teeth and nails are always orange.
however, each race is aware that when the battle is Most half-ogres have human-like eyes, though about
done, there should only be one race to claim the one in five have the white pupils common to ogres.
spoils. Most of the time, different humanoid races Their odor is noticeable, but it is not as overpowering
war against each other for food and slaves, This as that of a full-blooded ogre. Half-ogres speak
intertribal and interracial warfare is imbedded in common (more clearly and unimpeded than ogres),
ogrish, orcish, troll, and one other, usually human, strangers.
language. They live about 110 years.
Half ogres posses infravision out to 60 feet.
Their sense of smell is better than an ogre’s, but it Half-Troll
falls short of a human’s. Like the Half Ogre hybrids, Half Trolls are
Half ogres receive two additional hit dice at first very tall. Averaging 6½’ to 8’ they are taller than
level, this is due to the fact that they are a their Ogre counterparts, but not as stocky, averaging
larger-that-man-size race. This hit point supplement 200 pounds. Half-Trolls share many of the
is always conserved when they gain levels. characteristics of their Toll heritage. While they do
The half-ogre shares the ogre’s place in the not turn to stone in sunlight they do avoid it. In
ecosystem: that of a plague upon demi-humans and conditions of bright light (sunlight, continual light,
humans, lusting for treasure and making neither crafts etc.) the half-troll is at a penalty of -1. A half-troll
nor good labor. The beginnings of half-ogre poetry character however may add 1 extra hit point to every
have been around for many years, but it is level advancement to normal rolls.
exceptionally ugly and disturbing. Half trolls usually speak orc, kobold, gnoll,
Half ogres have a spirit and not a soul, so they their alignment language and of course their own
can not be raised by normal means. language, Trollspeak. The lifespan of a troll is shorter
than that of a human. They are young adults from 10
to 14, adults from 15 to 28, middle aged from 29 to
Half-Orc 47, old from 48 to 65 and venerable at 66.
Of all of the Hybrid races, Half Orcs are the Trolls have a spirit and not a soul, so they
most common. can not be raised by normal means.
Orcs will crossbreed with virtually every
humanoid and demihuman species except elves, with
whom they cannot. The mongrel offspring of orcs
and these other species are known as half-orcs.
Orc-goblins, orc-hobgoblins, and orc-humans are the
most common. Half-orcs tend to favor the orcish
strain heavily, and as such are basically orcs,
although 10% of these offspring can pass as ugly
humans. They are treated as humans with levels
instead of Hit Dice.
Half orcs stand about 6’ tall and weigh 120 to
170lbs. They resemble very ugly humans. Half orcs
have a life span of about 60 years.
If multi-classed, they have these maximums:
priest, 4th level; fighter, 10th level; thief, 8th level. If
half-orcs remain single-classed, these maximums
increase to: priest, 7th level (Wisdom 15 required for
5th, Wisdom 16 for 6th, Wisdom 17 for 7th); fighter,
17th level (Strength 18/00 required for 11th, Strength
19 for 12th, Strength 20 for 14th, and Strength 21 for
17th); thief, 11th level (Dexterity 15 required for 9th,
Dexterity 16 for 10th, and Dexterity 17 for 11th).
Half orcs are distrusted by both human and
orc cultures because they remind each of the other’s
racial stock. Half orcs advance in orc culture by
flaunting their superior ability and in human culture
by associating with people who don’t care about
appearance. Most tend toward neutrality with slight
lawful and evil tendencies, but lawful good half-orcs
are not unknown. Some half-orcs have split from
both cultures to form their own societies in remote
areas. These half-orcs worship their own gods and
(like most hermits) are extremely suspicious of
Table 1: Racial Ability Requirements
Half-Hobgoblin Half-Ogre Half-Orc Half-Troll
Ability min/max rolls min/max rolls min/max rolls min/max rolls
Strength 8/18 2d6+6 14/19 1d6+13 8/18 2d6+6 13/19 2d4+11
Dexterity 3/12 1d10+2 3/12 1d10+2 8/18 2d6+6 8/18 2d6+6
Constitution 7/17 2d6+5 13/18 1d6+12 8/18 2d6+6 13/18 1d6+12
Intelligence 3/9 2d4+1 2/11 3d4-1 3/9 2d4+1 3/9 2d4+1
Wisdom 2/12 2d6 2/12 2d6 2/12 2d6 2/12 2d6
Charisma 2/8 2d4 2/8 2d4 3/12 3d4 2/8 2d4
Sanity 2/14 4d4-2 2/14 4d4-2 2/14 4d4-2 2/14 4d4-2

Table 2: Racial Class Limitations


Half-Hobgoblin Half-Ogre Half-Orc Half-Troll
Warrior
● Fighter 10th to 16th 15th 11th to 17th 15th
Priest
● Cleric 5th to 7th N/A 5th to 7th 4th to 8th
● Warlock N/A N/A 13th N/A
Wizard N/A N/A N/A 2nd (INT 9)
Rogue
● Thief 13th 5th 9th to 11th 5th
Psionist N/A N/A N/A N/A

Table 3: Racial Preferences


Half-Hobgobli Half-Ogre Half-Orc Half-Troll Human Other
n Demi-Humans
*
Half-Hobgoblin P T H H N H
Half-Ogre T P N T N H
Half-Orc H N P H T H
Half-Troll H N N P H H
Human H H T H P Variable**
Other Demi-Humans H H H H Variable** Variable***

* Demi humans such as Dwarves, Elves, Gnomes and Halflings.


** Humans and demi humans generally tolerate each other. See Racial Preferences table in PHB.
*** See Racial Preferences table for different demi human preferences.
Table 4: Thief Abilities Adjustments

Half-Hobgoblin Half-Ogre Half-Orc Half-Troll


Pick Pockets -10% - 15% -10% - 15%
Open Locks +5% -5% +5% -5%
Find and Remove Traps +10% -5% +15% -5%
Silent Move -5% -10% -5% -10%
Hide in Shadows -5% -15% 0% -20%
Hear Noise +5% +5% +5% +10%
Climb Walls +10% +10% +10% +10%
Read Languages -10% -10% -10% -5%
Back Protection -15% -20% -15% -20%

Table 5: Average Height and Weight


Height Weight
Base Modifier Base Modifier
Half-Hobgoblin 66” +1d6” 100lbs +2d20lbs
Half-Ogre 84” +2d6” 315lbs +5d20lbs
Half-Orc 69” +1d6” 120lbs +3d10x2 lbs
Half-Troll 78” +3d6” 200lbs +3d10x3 lbs

Table 6: Age and Aging Effects


Starting Age Adult Middle Age Old Age Venerable Maximum Age
Base Mod
Age
Half-Hobgoblin 10 +1d4 15-30 31-40 41-55 56-70 71
Half-Ogre 15 +1d4 19-40 41-62 63-84 85-109 110
Half-Orc 8 +1d4 12-22 23-34 35-46 47-59 60
Half-Troll 10 +1d4 15-28 29-47 48-65 66-80 81

Common questions

Powered by AI

Hybrids such as half-hobgoblins, half-ogres, and half-trolls possess a spirit rather than a soul, a distinction that significantly impacts their eligibility for resurrection. Since they have spirits, they cannot be raised by normal means, which typically involve soul-based resurrection magic. This limitation adds a layer of vulnerability for these hybrids in the narrative, as their revival would require more specific, perhaps rarer, methods beyond conventional resurrection spells .

Racial difficulties can enhance the role-playing experience by adding depth and complexity. Hybrid characters might face mistrust or hostility from other players or NPCs, potentially leading to conflicts or alliances that reflect real-world tensions. These situations can be used to explore themes of identity and acceptance within the game world, thus enriching the narrative. Furthermore, these dynamics contribute to game balance and variety, as outlined in the DM's note, by limiting the number of hybrid characters and thereby preserving the uniqueness and mystery of these hybrid races .

Half-trolls' physical prowess, indicated by their height and regeneration ability (adding 1 extra hit point per level), makes them valuable front-line warriors in adventuring parties. Their sensitivity to sunlight and unique language skills, including Trollspeak, indicate specialized roles in nocturnal or subterranean settings. Culturally, their avoidance of bright light and their solitary tendencies might lead them to function as scouts or guards, roles that leverage their keen senses and adaptability in less traversed environments, enhancing their utility in various strategic operations during adventures .

Half-hobgoblins are often solitary due to their exclusion from both human and hobgoblin societies. Humans generally view them with suspicion, while hobgoblins may not see them as true kin, leaving them unwelcome in either community. As a result, half-hobgoblins frequently find themselves turning to mercenary work, leveraging their unique position and skills in a world where they are not fully accepted .

Half-ogres are noticeably taller than humans, standing between 7 to 8 feet and weighing 315 to 425 pounds. Their skin and hair colors vary but tend towards browns, grays, and dull yellows, often with a gray-green tint, while their teeth and nails are distinctively orange. Their eyes, while generally human-like, can also manifest in the white-pupiled variety typical of ogres. They also possess a very strong sense of smell and speak multiple languages despite their hulking appearance .

Humanoid societies mirror wild animal populations through the implementation of a pecking order, where the strongest members assume control. This hierarchy is akin to predatory animal groups such as wolves or lions, where the most physically powerful male has dominance over resources like mates and food, and bears the responsibilities of hunting and protection. Similarly, in humanoid tribes, leaders arise from the strongest individuals, reinforcing a hierarchy that ensures the individuals' protection from external threats .

Half-orcs tend to heavily favor the orcish strain, which makes them essentially resemble orcs. Their physical appearance and characteristics are similar enough that they are fundamentally viewed as orcs, with only about 10% potentially passing as particularly unattractive humans. This dominance in genetic and phenotypic expression underscores their essentially orcish nature, with cultural integration within orc societies often hinging on their ability to showcase superior abilities .

The social dynamics of humanoid tribes are profoundly influenced by competition and survival needs. Tribes are organized hierarchically, promoting a competitive environment where the strongest individuals lead. This structure enables humanoids to effectively eliminate external threats and secure resources necessary for the group's survival. Intertribal and interracial warfare further enforces this hierarchy, as it serves to weed out weak individuals while affording survivors power and glory, extending the pecking order to a broader scale, beyond individual tribes to entire races .

Half-orcs employ different strategies for acceptance in human and orc societies. In orc cultures, they often leverage their physical prowess and capabilities to demonstrate superiority, asserting themselves in the social structure. Within human communities, half-orcs align with individuals and factions that value abilities over appearance, seeking out roles where their strength and combat skills are valued above racial bias. Some half-orcs also choose to form independent societies that provide a neutral ground, employing cultural and religious features unique to themselves, thus avoiding outright conflict with their dual heritage .

The shorter lifespans of sub-human hybrids, such as half-hobgoblins and half-ogres, compared to humans, can have profound implications on their social interactions. These hybrids may experience societal marginalization due to their perceived transient presence, impacting their ability to form long-lasting relationships or gain societal trust. In multi-racial communities, this temporal disparity can lead to assumptions of impatience or a focus on short-term gains, influencing how these hybrids are integrated and perceived in societies that may value longevity and its associated wisdom .

You might also like