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Orc Commander (BB)Creature 2


MediumHumanoidOrc
Source Pathfinder Beginner Box: Secrets of the Unlit Star
Perception +8 (darkvision)
Languages none
Skills Athletics +8, Intimidation +6, Survival +5
Str +4, Dex +2, Con +1, Int -1, Wis +1, Cha +2

AC 19; Fort +7; Reflex +6; Will +7;
HP 32
Speed 25 feet

Maul One Action +10 (+5, +0) to hit (shove) 1d12+4 Bludgeoning
Fist One Action +10 (+6, +2) to hit (agile, nonlethal, unarmed) 1d4+4 Bludgeoning
Javelin One Action +8 (+3, -2) to hit (thrown 30) 1d6+4 Piercing

Ferocity Reaction

When the orc is reduced to 0 Hit Points, they can use their reaction to remain conscious with 1 Hit Point, but they gain the Wounded 1 condition (or increases the wounded value by 1 if they already have that condition). The orc can't use this ability at wounded 3.

Battle Cry One Action (concentrate, mental)

Bellowing mightily, the commander gives themself and all orc allies within 60 feet who can hear them a +1 status bonus to attack rolls and damage rolls until the start of the orc commander's next turn.

Effect: Battle Cry


When orcs raid, the strongest is chosen as the leader. Bonds of blood are especially strong among orcs and the mightiest orc holds are typically made up of siblings who have chosen a strong commander to protect their kinfolk.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Orc

A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. A weapon with this trait is a weapon which orcs craft and use.