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
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.