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Orcs and Barghests

Blitz Eternal: Adventures Beyond the Mists — v0.3 Draft

Two enemy types built for a 09-playtest combat replay (see combat-replay-03.md), the bestiary's first actual creature content beyond the keyword vocabulary in monster-attack-keywords.md. An unusual pairing in the fiction: orc raiders and barghests don't naturally hunt together, and a party encountering both at once should read that as a sign something else drew them to the same ground, not a coincidence.

Stat block follows core-rules, Part Fourteen: Tier, Hit Points, Speed, Range, plus any Attack Keywords.


Orc Reaver

Rank-and-file raiders. Fast, disposable, dangerous mainly in numbers.

Tier Hit Points Speed Range
Trained (5-6) 2 4 1 (melee)

No keywords. An ordinary Hit, ordinary overflow, same as a basic Retainer.

Grash the Cleaver (Orc Warleader)

Leads a war-band's personal die the way a Character leads a Company, for GM purposes. Rarely the most numerous threat in a fight; always the one worth watching.

Tier Hit Points Speed Range Keywords
Veteran (4-6) 4 4 1 (melee) Rend 2

Rend 2. Grash's notched cleaver doesn't deal an ordinary Hit. Every Hit Grash personally scores is a single, indivisible 2-damage strike to one target, exactly as core-rules Part Fourteen's Rend keyword describes: no splitting, no overflow onto a second target.

Barghest

An uncanny black hound, bigger and colder-eyed than any true dog, that runs in packs and is never a good omen to meet on a road at dusk.

Tier Hit Points Speed Range
Veteran (4-6) 3 7 1 (melee)

No keywords. Fast enough to close distance in a single turn against most Companies; otherwise an ordinary Hit.

The Alpha

Larger, colder, and first through the treeline. Where it bites, an ordinary shield does nothing.

Tier Hit Points Speed Range Keywords
Elite (3-6) 4 7 1 (melee) Piercing

Piercing. The Alpha's bite ignores Guard. A banked Guard token isn't consumed when the Alpha's hit lands; it simply doesn't apply this once, and stays banked for a future, ordinary hit.


Design Note

Neither monster uses Inevitable. Both are built to be fought conventionally (Guard matters against the war-band, Intercept matters against both), with the Alpha's Piercing as the one specific reason a well-shielded Character can still take a real hit. This was a deliberate choice for a first bestiary pass: Rend and Piercing get exercised here; Inevitable is held back for something bigger than a first small-horde fight.