I've been changing the flavour of an orc horde to fit my town of civilised orc banter. I would like to use them as a fun boss where the stakes are high, the challenge is high, but I don't have to worry about a TPK nor victory/defeat being without satisfying consequence.
Cultured horde of Orcs - the Shaking Spears Theatre Company
Armour Class - 12 (grandiose costumes, medium armour), Damage Reduction -1
STR DEX CON INT WIS CHA
22 12 16 7 11 10
+6 +1 +3 -2 +0 +0
Skills:
Performance +6
Intimidation +6
Athletics +6
Proficient in the use of military drums, horns, pipes, strings, makeup and costuming (+2 to disguise checks made with costumes or disguise kit)
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 10
Languages Common Draconic, Orcish dialect
Challenge 7 (2900 XP)
Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a Medium orc. Additionally, the horde is immune to any spell or effect that would alter its form.
Enthusiastic solicitation. As a bonus action, the horde can move up to its speed toward a potential audience member that it can see.
Audience interaction. The horde can take one reaction on every turn in
combat a show.
Take centre stage. When the horde moves through the space of a Large or smaller creature, the horde can force the creature to make a DC 17 Strength saving throw. On a failed save, the creature is knocked prone.
Don't be shy. The cultured horde of orcs may grapple up to 6 medium sized creatures at full health, and up to 3 medium sized creatures at half health.
Actions Multiattack: The horde makes four attacks, or two attacks if the horde has half its hit points or fewer. The horde may use any selection of these attacks, but no more than one kind of attack per round:
Meat vendor. Orc vendors aggressively sell massive hunks of meat to audience members. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 6) bludgeoning damage, costs 10 cents per meat stack. Very good value.
Drink seller. Orc mobile publord aggressively sells massive flagons of orcish ale to audience members. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 6) poison damage. Audience member must make a DC 15 CON save, or else gain 1 level of exhaustion. Costs 3 cents a pitcherflagon, a tremendously good deal, if you can account for the unqualifying potent flavour. Enthusiasts say that Orcish ale is an acquired taste; fizzy, sour, with a hoppy body of flavour laced with notes of oak, vanilla, blueberries and fish oil.
Discordant symphony. Audience members must make a DC 15 CHA save or become frightened. Audience members may retake the CHA save every turn, and once passed are immune to the frightening effects of discordant music for 24 hours.
Shake spearing performance. The orc horde makes a performance check versus all audience members of its choosing within visible range; audience members must each make a CHA roll. If the CHA roll is equal to or higher than the performance roll, then the audience member(s) are unaffected by the moving tragedy and unlaughing of the brilliant comedy. On a failure, the audience members are charmed for five minutes. Once per turn, an audience member may attempt a DC 12 WIS save to break the charming euphoria they feel, as the play was full of nitpicks.
Provocative dancing. Orc courtiers and courtesans aggressively dance with an audience member in a skillful and terrifying forceful orc tango. Grapple Attack: +6 to hit, reach 5 ft., one target. Hit: target is grappled, contested by their athletics or acrobatics check, and move wherever the Orc horde takes them. Each turn they may attempt to make a successful athletics or acrobatics check versus the Orc horde's athletics check to break free / escape. Audience member is now an audience participant.
Sway with me. Attack only usable on an audience participant grappled by the horde. On the end of the grappled audience participant's turn, make a DC 15 performance check. On a failed save, the audience participant takes 1d3 bludgeoning damage and is moved 15ft in a direction of the horde's choosing, and is still grappled.
Graceful lift. Attack only usable on an audience participant grappled by the horde. A powerful dancer lifts up the audience member with stunning grace, holding them gracefully aloft. Audience member must make a DC 15 acrobatics check; on a success, their dancing partner safely catches them, otherwise they take 1d3 bludgeoning damage and are knocked prone, and still grappled.
Forceful arrabesque. Attack only usable on an audience participant grappled by the horde. The Orcish horde helps an audience participant to perform a perfect arabesque. Make either a DC 15 STR save or DC 15 DEX save (player's chocie); on a failure, the effort of doing the splits and standing on point causes 1d6 bludgeoning damage and reduces the dancer's speed to 5 until they receive at least 1 point of healing. Audience participant is still grappled after their arabesque.
Vigorous pirouette. Attack only usable on an audience member grappled by the horde. The orc performers vigorously spin the audience participant in a brilliant pirouette, make a DC 15 CON save or be blinded for one round and take 1d10 psychic damage, or half damage on a successful save. Audience participant is still grappled after their pirouette.
Powerful rebuke The horde responds to criticism making four attacks (with a greataxe), +9 to hit, reach 5 ft., one target. Hit: 48 (4d12 + 6) slashing damage.
Moshpit. Each creature of the horde's choice in the horde's space must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 52 (8d12) bludgeoning damage, or 26 (4d12) bludgeoning damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.
Powerful poetry. The horde performs directed poetry at a point within 60 feet of it. Each creature of the horde's choice in a 10-foot-radius sphere centered on that point must make a DC 17 CHA saving throw. On a failed save, a creature takes 28 (8d6) psychic damage, or 14 (4d6) psychic damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage. It's really emotional.
A night to remember. If the horde has grappled someone and manages to escape a chase with them, roll on the carousing table to find out how their partying went.
A night you can't remember. If anyone is reduced to 5 (or 6) exhaustion or 0 HP or lower by the Orc horde, and they are unable to be recovered by their compatriots, they are not killed. Instead, set their HP to 1 / exhaustion to 5 and roll a 1d100 on the carousing table to find out what happened after the battle.
1 = roll two more times on the table, combining both results
2 = you wake up in a high security prison cell, manacled to a wall and gagged in solitary confinement. [for DM - it is for a crime they technically did commit, like "plotting to destroy critical state infrastructure (e.g. drunkenly driving a cart into a very important bridge)" or what was perceived to be an attempted assassination of a high ranking official (accidentally decking a prince)]
3 = you wake up in an asylum, wearing a straitjacket and muzzle. [for DM - it is for committing a taboo they did commit, ideally a description of their murderhoboing ways, but if the player isn't a murderhobo then choose a local taboo, like tree burning or drinking milk].
4 = you wake up chained to an altar, with an embarrassed cultist trying to sacrifice you. When they notice you're awake, they apologise for the delay, stating this is their first time performing this ritual. Their supervisor is nodding in disapproval.
5 = you wake up in bed being spooned by a sleeping werewolf. The full moon is still visibly up through the window.
6 = you wake up inside a statue formed in your likeness. The statue has been placed inside the abode of an undead noble (vampire).
7 = you wake up inside a dragon's lair. You are wearing a generous quantity of what the dragon considers its most valuable possessions (they need not be materially valuable, they could be items of great sentimental value to the dragon).
8 = you wake up in a hammock aboard a passenger ship, belly of a transport beast or carriage. It has already embarked on its journey!
9 = you wake up in a low security jail cell with a harmless looking gnome guard sleeping on a chair outside, and a particularly angry looking dwarf rogue called Urist sharpening a piece of soap into a shank. You are being held on account of menacing the public with your drunken disorder, but will be freed after 1d7 days.
10 = you wake up in a mental health hospital on a comfy recliner chair. Opposite you is a stern looking elf with a notepad, asking you to continue discussing your childhood problems with your mother. While you are not restrained, they have all of your equipment and insist on your therapy before your discharge in 1d7 days.
11 = you wake up in the large bed of Sir Mannington the bear, a particularly large and hairy man pretending to be a brown bear. Absolutely no one but you believes Sir Mannington is not a bear. [for DM, roll a 1d6. On a 1-2 = Sir Mannington is angry you broke his chair, ate his porridge and slept in his bed. On a 3-4 = Sir Mannington hasn't noticed you are there. On a 5-6 Sir Mannington is deeply in love with the character, because they see them for how they are e.t.c.].
12 = you wake up betrothed to an Orcish lady called Ogo the Juggernaut, who was convinced yesterday that you were a handsome bachelor.
13 = you wake up betrothed to an Orcish gentleman called Ostodu the Arrowarm, who was convinced yesterday that you were a beautiful lady.
14 = you wake up in the bed of one of your enemies. [roll 1d6, 1 enemy is shocked to see them, 2, enemy is embarrassed to see them, 3 enemy is glad to see them, 4 enemy is unaware of who they are, 5 enemy is frightened and tries to make them leave, 6 enemy is hostile and attacks them with a potted plant]
15 = you wake up in the bed of one of your friends. [roll 1d6, 1 friend is shocked to see them, 2, friend is embarrassed to see them, 3 friend is glad to see them, 4 friend is unaware of who they are, 5 friend is frightened and tries to make them leave, 6 friend is hostile and attacks them with a broom]
16 = you wake up in bed with a woman wearing a paper bag on her head. Roll a 1d6, on a 1-2 she's a medusa, on a 3-4 she's a sea hag, on a 5-6 she's a normal humanoid who's just got a cleft lip and low self-esteem
17 = you wake up in bed with a succubus/incubus, who immediately attempts to charm you
18 = you wake up in a pile of your drinking buddies, who all consider you an absolute drinking legend. They will spread rumours of your terrible exploits unless you convince them not to
19 = you wake up in a pile of straw, [roll 1d6, 1-2 with a farm girl, 3-4 with a stable boy, 5-6 with a bunch of animals and crap]
20 = you wake up in a bed alone, however when you go downstairs there is a large family who all appear to know you on a first and last name basis, who don't seem surprised by your presence at all. They are offering you breakfast, the children call you uncle, the grandparents call you junior. The single parent there calls you by your first name.
21 = you wake up in an immaculate and ostentatious ballroom dress with your hair done up and makeup applied skillfully to your face, all of which looks like it belongs in another time. A ghostly cyclops wipes away a single large tear, saying you look beautiful.
22 = you wake up in bed with someone who looks identical to you in every way. They are just as surprised as you are by this fact.
23 = you wake up in bed wearing full plate armour. When you remove the armour, it assembles into a suit of animated armour and if you have proficiency in heavy armour, compliments you on your... Martial Prowess, before walking off. Otherwise it insults your lack of proficiency and storms away, saying it will find a real warrior capable of handling armour as bodacious as it.
24 = you wake up in bed wearing nothing but skimpy rags. Your clothes are in a pile by the corner, where you find you are mysteriously 5d10 gold richer, with a written letter of commendation from a risque dancing troupe.
25 = you wake up in a barracks bed wearing a military uniform belonging to a local recruitment billet. Roll a DC 10 WIS save to see if you gave the military recruiters your real name or not. If you are already a part of an army, then you signed up with a rival service branch / enemy army.
26 = you wake up drooling over a pulpit, dressed in a long, damasc robe. Before you are enough pews to seat 300 people. Before you can react, people start walking into the temple and you are expected to conduct the religious service.
27 = you wake up with a room full of thugs smiling at you, welcoming you to their gang. They are astounded at your exploits - you stole the baron's golden toilet, which you are now sitting on.
28 = you wake up in a dark cave surrounded by at least 500 kobolds. You are wearing a totem skull and all the kobolds are hailing you as the great sing sing chief.
29 = you wake up surrounded by d10 prostitutes, 1d20 gold poorer. Roll a DC15 CON check to see if you caught an embarassing pox.
30 = you wake up surrounded by d10 courtesans/courtiers, 1d200 gold poorer.
31 = there is a note in your belongings inviting you to come back to the Black Lotus Inn, alongside a leering red lacquered mask.
32 = a demigod appears before you, demanding that you never talk to her or her son ever again, before disappearing in a cloud of acrid smoke.
33 = you wake up in a field of vegetables surrounded by d50 prostitutes and 1d100 gold poorer. When asked, the prostitutes explain you paid them to plow the fields and sow them with your seeds. You are now the owner of a very small farm.
34 = you wake up in the saddle on the back of an exotic mount. You are the new owner of this exotic mount, and are accordingly poorer relative to the worth of the mount.
35 = you wake up with a deed showing how you are the proud owner of a cursed mansion. Checking your coin purse, the mansion cost you 1gp.
36 = you wake up slowly, resting your head on a fountain where the water is cool and the rising sun gently warms you. You are also completely naked, and a bunch of artists are asking you to stay still whilst they finish their life paintings.
37 = you wake up in very formal-looking dress in a comfortable but unfamiliar bed. A nun walks in and asks if you're ready to take all fifteen of the children you adopted from the orphanage.
38 = you wake up in a desolate ice-cream shop. The ice-cream vendor is incredibly helpful and offers you a wide variety of ice-creams and will insist on you staying for as long as you need, because they are really desperate for any company.
39 = the player wakes up, staring face to face with a gargantuan arachnid. The arachnic lectures them on the importance of friendship, consistency and nutrition, before flying away. You are not sure if this was a hallucination.
40 = you wake up in the aftermath of a riot. The number of buildings which have burnt down is equal to d3 + your religion modifier + your persuasion modifier.
41 = you are currently residing in what appears to be a magnificent imperial suite in a luxurious hotel. You have completely destroyed the bedroom carpet by hacking and painting a large nine pointed star into the ground in various fluids of noxious smell. In the middle of the star is an incredibly thin devil called Mowgwai holding a sandwich. Because you gave him a sandwich, Mowgwai offers you a free, small favour or gift, and a business card should you ever need to contact him again. Burning the business card summons the devil.
42 = you wake up in a funeral procession. It has been two days since you started drinking, and your open coffin is being carried through the street by your distraught drinking buddies, all dressed in black.
43 = you have an invoice for a powerful weapon/armour/scroll/ammunition commission. The invoice states where and when to collect your commission, and how expensive it will be.
44 = "Hey you, you're finally awake. You were trying to cross the border, right?" a man asks you, as you are sitting in a cart riding to a destination unknown.
45 = You are unconscious for the next 24 hours! But at least your new drinking buddy friends are making sure you stay alive.
46 = you wake up feeling awful (you are stunned for the next 24 hours). But at least you made friends with your drinking buddies!
47 = you wake up feeling nauseous (you suffer from the poisoned condition for 24 hours). But at least you made friends with your drinking buddies!
48 = you wake up feeling groggy, but unharmed. You made friends with your drinking buddies!
49 = you wake up feeling pretty refreshed (restore all lost HP, exhaustion, reset spell slots and used abilities). There is an empty potion nearby.
50 = you wake up with a tattoo of one ritual spell tattooed on your left butt cheek. The arse tattoo wielder can ritual cast that ritual spell, provided they have all the components needed and can read the tattoo. The player may choose which ritual spell it is.
I'm all out of other carousing ideas / others to steal, but I'm happy with the 50 I've got.