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CR 5

Orc Crowd

Expert N Gargantuan humanoid , orc
Senses: darkvision 60 ft.; Perception +4

Crowd made up of about 20 - 30 crafters, cooks, and other day laborers

Defense

AC: 10, touch 10, flat-footed 10
HP: 63 15d6+15
Fortitude: 2 Reflex: 1 Will: 3
Defensive Abilities: orc ferocity Weaknesses: light sensitivity

Offense

Speed: 30
Melee: troop (3d4+3)
Ranged: light hammer +3 ranged (3d4+3)
Space: 20 ft Reach: 0 ft

Statistics

Str 17, Dex 10, Con 12, Int 12, Wis 8, Cha 11
Base Attack: 3 CMB: 4 CMD: 14
Feats: Skill Focus (Craft [carpentry])
Skills: Acrobatics +8, Bluff +5, Climb +8, Craft (carpentry) +11, Diplomacy +5, Disable Device +6, Escape Artist +2, Intimidate +9, Knowledge (engineering, local) +8, Perception +4
Languages: Common, Orc
SQ: weapon familiarity

Ecology

Environment: Orcish cities and the plains of the Hold of Belkzen
Organization: Crowds gather in crowds
Treasure: Combat Gear oil of mending (5), potions of cure light wounds (2), potions of spider climb (2 Other Gear light hammer, block and tackle, chain (20 ft.), crowbars (2), everburning torch, hammers (2), ladder, masterwork artisan's tools, bits and bridles (2), mules (2), pack saddles (2), wagon, 561 gp

Race, Class and Level: Orc Expert 4     Light Sensitivity Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.   Troop Traits A troop is not subject to flanking, but it is subject to critical hits and sneak attacks if its component creatures are subject to such attacks. Reducing a troop to 0 hit points or fewer causes it to break up, effectively destroying the troop. Until that point, however, any damage taken by the troop does not degrade its ability to attack or resist attacks. A troop is never staggered or reduced to a dying state by damage. Also, a troop cannot be subject to a bull rush, dirty trick, disarm, drag, grapple, reposition, or trip combat maneuver, unless it’s affected by area effects that include such effects. A troop can grapple an opponent.   A troop takes half again as much damage (+50%) from spells or effects that affect an area. If a troop is rendered unconscious by means of nonlethal damage, it disperses and does not reform until its hit points exceed the nonlethal damage it has taken.     Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.     Description A journeyman carpenter is skilled with a hammer, but tries to avoid violence except to defend himself and his family. Tools can be rebuilt or replaced, and he will not waste his life protecting mere objects.   The above stat block can be used for any journeyman whose trade requires skill and strength, such as a blacksmith, stonemason, or teamster. The stat block can also be used for older warriors in orc or hobgoblin tribes who are not as vigorous but are still able to fight.


Created by

KazutoDM.

System

Pathfinder 1e

Statblock Type

Monster / NPC

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