Orbog (3.5e Race)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Author: the bluez in the dungeon (talk)
Date Created: 08/01/2021
Status: Complete
Editing: Clarity edits only please
Rate this article
Discuss this article


Orbogs are also known as marsh orcs, swamp orcs or mud orcs (almost all these names are derogatory), but they call themselves Children of Yurtrus. They are stantiated in bogs and heavily swampy areas, almost untouched by other races.


Compared to other orcs, orbogs are quiet and reserved, often losing themselves when speaking or thinking. They are not, however, more gentle or kind: they are violent and cruel when the need arises, but, given time, prefer to resolve problems with treachery or playing the waiting game, similarly to a disease.

Because of this, populations that underestimate them end finished by a silent and steady illness, usually spread by orbogs shamans.

They are dangerous not because of intrinsic evil but because their way of living makes them as such. They believe themselves to have been made by Yurtrus himself, in one of his rare moments of outward expression. They are probably regular orcs forced by chance to live in the swamps and adapted to that life, maybe even with a bit of divine aid.

They have asocial and serious personalities, not caring much for beauty and fun. They prefer to contemplate silently, thinking about life and death, remaining alone or with silent companions.

Female orbogs tend to learn martial traditions and be fighters, while males become most often clerics.

Orbogs outside of their communities may be welcomed as alienated outsiders, thus leading them down a path of crime.

Physical Description[edit]

Their countenance is repugnant at best: they are not very tall, tipically fat and covered in slimy mucus. Their skin goes from pale yellow to grey, and is covered in bumps. Some of them are white and are held as magical and blessed orcs. They have almost no hair, usually only females do, but not often. They dress with rags and clothes made of animal parts, such as fur, bones or chitin.

They have slightly webbed fingers on hands and feet and a porcine tail. Their eyes are black, red or sickly green. They often have survived maladies and the ailments' marks are visible on their bodies. They have black nails.

They don't have tusks but a myriad of small, pointy teeth.

Other than these features they are similar to typical orcs, albeit smaller in height, but not size.


Orbogs are very isolated but many interactions with other races usually end in conflict. This is not always the case, as sometimes neighbours that know them well come to ask assistance with plagues and vermins, given their vast knowledge on the argument.

This function as expert healers exists also between them and other orc tribes.


As for most orcs, chaotic and evil are prevalent alignments, but a notable number of orbogs are neutral (often neutral evil).


The most sickly and diseased terrains are home for the orbogs. They often live in swamps but any environment that is foul in nature suits them. They do this as an offering to Yurtrus and to avoid unneeded confrontation.


Orbogs are deeply religious: they venerate Yurtrus, the deity of diseases and death, above all orc deities, both for fear and out of respect, claiming he was their creator. Their clerics are called the white hands. The clergy holds positions of power among them and almost all acolytes of Yutrus in tribes of other orcs are mud orcs.

Their rituals are gruesome and terrible, often including making the victim suffer for a long time, through the use of diseases, poisons and healing magic.

Orbog clerics often have the Corruption, Death, Destruction, Evil, Orc, Suffering or Wrath domains.

Some communities have shifted their religious focus to something more nature-centered, breeding druids instead of clerics.


They speak standard Orc, but have invented a lot of terminology that involves disease and health. They sometimes learn Draconic, as they are often in conflict with black dragons or ally with them.


As per the naming convention of orcs, often including the marsh name or tribe name from which the orc comes. They prefer names that sounds mumbled and munched (or maybe it's their pronunciation that slobbers the words).

Racial Traits[edit]

  • +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence: Orbogs are strong but have also a good fortitude. They are sluggish and dull, their mind unfocused from logic thougths.
  • Humanoid (Orc) 
  • Medium: As a Medium creature, an orbog has no special bonuses or penalties due to its size.
  • Orbog base land speed is 20 feet.  
  • Darkvision: An orbog can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and an orbog can function just fine with no light at all. 
  • Acrid Puke (Ex): Once per Constitution modifier, an orbog can spew a ball of acidic vomit with range of touch that deals 1d4 of [Acid] damage to the target and works as tanglefoot bag with Reflex to resist the entangled condition (DC equal to 10 + 1/2 HD + Con modifier). 
  • Flesh of the Marsh (Su): At 5 HD an orbog gains acid resistance 5. At 10 HD it increases to 10. It stacks with any resistance of the same type from class features, feats or templates. 
  • Strong Odor (Ex): -2 to skill check to pass unnoticed outside swampy terrain or areas without a strong odor. Reduce the Survival DC to track with scent a orbog outside those areas by 5. When in a marsh or bad-smellling places, orbogs gain instead a +2 to skill made to pass unnoticed and the DC of Survival checks to track with scent an orbog increases by 5. 
  • Toxic Resistance (Ex): +4 bonus against disease, poison and any effect that involves foul odors, such as cloudkill
  • Yurtrus' Blessing (Su): +1 to caster level and DC for spells and spell-like abilities that involve diseases, poisons or foul odors. 
  • +2 bonus to Escape Artist and Swim checks. They produce a slicky mucus and are adept at living around water.
  • Automatic Languages: Common, Orc
  • Bonus Languages: Abyssal, Draconic, Goblin
  • Favored Class: Cleric
  • Level Adjustment: +0
  • Effective Character Level: 1

Vital Statistics[edit]

Table: Orbog Random Starting Ages
Adulthood Simple Moderate Complex
20 years +1d4 +2d4 +2d6
Table: Orbog Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
37 years 70 years 80 years +90 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Orbog Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5' 3" +1d6 187 lb. × (2d6) lb.
Female 5' 3" +1d6 198 lb. × (2d6) lb.

Simple Racial Traits[edit]

These are racial traits for use with the simplified races rules.

  • Humanoid (Orc)
  • Medium
  • Base land speed of 20 feet.
  • Combat Ability - Yurtru's Blessing: Once per minute, it may produce a foul odor that lasts 5 rounds and force a Fortitude save (DC is 10 + 1/2 HD + Con modifier) to anyone within 10 feet. If it fails it's Sickened as long as it stays in the area and one round later. A natural one means the target is Nauseated instead for one round, Sickenedfor the rest. The area increases by 5 feet at every 5 HD, up to 30 feet.
  • Passive Ability - Marsh Flesh: Gain Acid Resistance equal to HD + Con modifier.
  • Utility Ability - Acrid Puke: Once per meal, up to its Consitution modifier, may use a standard action which doesn't provoke attacks of opportunity to spew a ball of bile with range of touch. It deals 1d6 + Con modifier of [Acid] damage and works as tanglefoot bag with Reflex to resist the entangled condition (DC equal to 10 + 1/2 HD + Con modifier).

Back to Main Page3.5e HomebrewRaces

the bluez in the dungeon's Homebrew (633 Articles)
the bluez in the dungeonv
Facts about "Orbog (3.5e Race)"
Authorthe bluez in the dungeon +
Effective Character Level1 +
Favored ClassCleric +
Identifier3.5e Race +
Level Adjustment0 +
Racial Ability Adjustments+2 Strength +, +2 Constitution +, -2 Dexterity + and -2 Intelligence +
RatingUndiscussed +
SizeMedium +
SubtypeOrc +
SummaryOrbogs are also known as marsh orcs, swamp orcs or mud orcs (almost all these names are derogatory), but they call themselves Children of Yurtrus. They are stantiated in bogs and heavily swampy areas, almost untouched by other races. +
TitleOrbog +
TypeHumanoid +