Orc Warchief

Orc Warchief Creature2

CE Medium Humanoid Orc

Senses Perception +11; darkvision

Languages Common, Orc

Skills Athletics +8, Intimidation +6, Survival +5

Str +4, Dex +2, Con +1, Int -1, Wis +1, Cha +2

Items greatclub, hide armor, javelin (6)


AC 19; Fort +7, Ref +6, Will +7

HP 32

Attack of Opportunity [reaction]

Ferocity [reaction] Trigger The orc is reduced to 0 HP. Effect The orc avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.


Speed 25 feet

Melee [one-action] greatclub +10 (backswing, shove), Damage 1d10+4 bludgeoning

Melee [one-action] fist +10 (agile, nonlethal), Damage 1d4+4 bludgeoning

Ranged [one-action] javelin +8 (thrown 30 feet), Damage 1d6+4 piercing

Battle Cry [one-action] (auditory, concentrate, emotion, mental) Bellowing mightily, the warchief gives themself and all orc allies within 60 feet a +1 status bonus to attack and damage rolls until the start of the orc warchief’s next turn.

About

When orcs raid, the strongest is chosen as the leader, backed up by brothers, sisters, and other immediate family.

Section 15: Copyright Notice
Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.