Flesh-Torn Orcs
The Flesh-Torn Tribe
(also called the “Rawhides” by their enemies)

Their war leaders wear patchwork armor grafted into their own bodies. They daub themselves with ash and blood to make their raw skin even more grotesque. Pain is proof of strength, and the screams of their foes are sacred hymns.
Currently, the Flesh-Torn have been driven to madness by a surviving Hell Hound. They chant louder and louder, until their throats bleed, to drown out their fear of it.
Flesh-Torn Chant Song
**“Pink flesh!
Raw flesh!
Tear it, rip it, eat the rest!
Blood red!
Skin shed!
Sing the song until we’re dead!”**
(Repeat, faster and louder until frenzy sets in.)
Flesh-Torn Orc Raider
Medium humanoid (orc), chaotic evil
Armor Class 14 (hide armor, scarred flesh)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 14 (+2) | 8 (-1) | 11 (+0) | 10 (+0) |
Saving Throws Str +5, Con +4
Skills Intimidation +2, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.
Skin of Pain. When the orc takes damage, it gains +1 AC until the start of its next turn.
Bloodsong Frenzy. When the orc takes damage, it has advantage on its next melee attack roll before the end of its next turn.
Tribal Chant. If at least 2 Flesh-Torn orcs are within 15 ft. of each other, they begin chanting. While chanting, they have advantage on saving throws against being frightened.
Actions
Serrated Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 9 (1d8 + 3) piercing damage. On a melee hit, the target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) ongoing bleeding damage at the start of its next turn.
Reckless Hack (Recharge 5–6). The orc makes two melee attacks with disadvantage. If either attack hits, it deals an extra 5 (1d10) slashing damage.
Flesh-Torn War Leader
Medium humanoid (orc), chaotic evil
Armor Class 16 (patchwork plate and scarred flesh)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 16 (+3) | 10 (+0) | 12 (+1) | 14 (+2) |
Saving Throws Str +6, Con +5, Wis +3
Skills Intimidation +4, Athletics +6, Survival +3
Senses darkvision 60 ft., passive Perception 11
Languages Common, Orc
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits
Aggressive. As a bonus action, the leader can move up to its speed toward a hostile creature it can see.
Aura of Pain. Allies within 10 ft. of the leader deal +2 damage on melee attacks if they are below half hit points.
Skin of Pain. When the leader takes damage, it gains +2 AC until the start of its next turn.
Battle Frenzy (1/Day). As a bonus action, the leader whips allies into a frenzy. Up to 3 allied orcs within 30 ft. can immediately make a melee attack with advantage.
Actions
Serrated Greatspear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 5 (2d4) ongoing bleeding damage.
Multiattack. The leader makes two melee attacks.
War Cry (Recharge 5–6). The leader roars a guttural hymn. Each allied orc within 30 ft. that can hear it may immediately move up to half its speed and gains advantage on its next attack roll before the start of the leader’s next turn.
Description
The Flesh-Torn Raiders are fanatics who see agony as holy. Their scarred pink flesh shines raw in firelight, a mark of both pride and terror.
The War Leaders are towering brutes who have fused armor into their flesh and bellow war hymns to drive their tribes into suicidal fury.