Orc Warchief Creature 2

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

Ferocity 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 greatclub +10 (backswing, shove), Damage 1d10+4 bludgeoning

Melee fist +10 (agile, nonlethal), Damage 1d4+4 bludgeoning

Ranged javelin +8 (thrown 30 feet), Damage 1d6+4 piercing

Battle Cry (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.


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