Hlobane Orc: Neurog Let, Bone Crushers

Family: Orc

Large humanoid, lawful evil

Armor Class 16 (Chain Mail)
Hit Points 115 (12d10+60)
Speed 30 ft.

22 (+6) 9 (-1) 20 (+5) 6 (-2) 9 (-1) 7 (-2)

Saving Throws Constitution +8
Condition Immunities charmed, Frightened
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 9
Languages Hlobane
Challenge 5 (1,800 XP)


  • Poison Resistance. The neurog gets +2 to all saves vs poison.


  • Multiattack. The neurog attacks twice with its fists or with its Ball and Chain.
  • Ball and Chain. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.
  • Fists. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) bludgeoning damage.


The neurog let, called the bone crushers in the vulgate, are beastly orcs, bred for their sheer brutality. They are tall, powerfully built, though surprisingly lean creatures. With narrow eyes set beneath a thick brow line, it appears as if they are forever glaring. Their mouths are wide and their teeth filed and sharp. Like all orcs, they have tusks that jut from the lower jaw, but the neurog let often grow the tusks back into their upper jaw where they cut the flesh, wounds which constantly seep pus and blood. Hairless but for a token lock they keep on their scalps, the neurog let ritually tattoo themselves, usually blending their horrific scars with the decorative nature of tattoos. The tattoos always reflect the dark crescent or the horned god.

Special Breed. neurog let spawn other neurog let and usually kept apart from the tribe, bound to the females of their particular breed. These Den Mothers routinely beat them and torture them, teaching them the tools of their trade. By the time they reach maturity, a rage born of a long life of pain and suffering consumes them; for this reason, the tribe binds them in chains, specifically designed for the bone crushers. Two chains, each independent of the other, are set on the creature’s wrists. The chains attach to one or two spiked mace heads and are placed inside a huge iron ball that weighs several hundred pounds. The neurog let must drag this ball wherever he goes.

Controlled Chaos. The Ukjanu let, The Keeper of the Bone Crusher, looks after the ball. The ukjanu is the only orc allowed near the bone crusher. He feeds him, waters him, and mends his wounds. For these reasons, they exercise some control of the neurog let. In combat the ukjanu breaks open the large iron ball and releases the spiked mace heads, unleashing the neurog let onto the world. Generally, the bone crusher only responds to the ukjanu. If the ukjanu is killed the neurog let rampages on all things living until he is killed. By the time they reach maturity, the Battle Groups assume charge of them and use them for a variety of purposes. For the most part, they are used to torturing prisoners and striking fear into those who do not yield to the questions put to them. They also unleash them in order to battle some champion or the like.

Berserker. Neurog let, once unleashed, attack with a brutal disregard to any suffering they may incur. They single out the largest or best-armored opponent and attack until they have killed it or they themselves fall. They do not feel pain or suffer any wound to stop them, fighting even after limbs have been severed. They attack with the ball and chain, swinging it in wide circles to smash their victims or using them to strangle opponents. If freed from their chains for some reason they take any weapon that is near.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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