Blooded One Orc

Medium Humanoid — CR 1

Realmshelps (RH)3.5
Hit Dice
1d8+2 (6 hp)
Initiative
+0
Speed
30 ft, 30 ft.
Armor Class
16, touch 12, flat-footed 16
Base Attack / Grapple
+1/+4
Attack
Heavy flail +4 melee; or javelin +1 ranged Full Attack: Heavy flail +3 melee; or javelin +1 ranged
STR
17
DEX
10
CON
15
INT
7
WIS
8
CHA
8
Fort / Ref / Will
+4 / +0 / -1
Challenge Rating
1
Alignment
Usually lawful evil
Level Adjustment
+1

Special Abilities

War cry

Feats

Blooded One Orc* (CR 1)

Medium Humanoid
Alignment: Usually lawful evil
Initiative: +0; Senses: darkvision 60 ft., Listen +2, and Spot +2

AC: 16 (+4 studded leather, +2 natural), touch 12, flat-footed 16
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +0, Will -1 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +4
Attack: Heavy flail +4 melee; or javelin +1 ranged
Full Attack: Heavy flail +3 melee; or javelin +1 ranged
Damage: Heavy flail 1d10+4/19-20; javelin 1d6+3
Special Attacks/Actions: War cry Abilities: Str 17, Dex 10, Con 15, Int 7, Wis 8, Cha 8
Special Qualities: light sensitivity
Feats: Alertness; Combat Reflexes
Skills: Listen +2 and Spot +2
Advancement: By character class
Level Adjustment: +1 Climate/Terrain: Any land and underground
Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Treasure/Possessions: Standard

Description

Blooded One Orc* (CR 1)

Medium Humanoid
Alignment: Usually lawful evil
Initiative: +0; Senses: darkvision 60 ft., Listen +2, and Spot +2

AC: 16 (+4 studded leather, +2 natural), touch 12, flat-footed 16
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +0, Will -1 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +4
Attack: Heavy flail +4 melee; or javelin +1 ranged
Full Attack: Heavy flail +3 melee; or javelin +1 ranged
Damage: Heavy flail 1d10+4/19-20; javelin 1d6+3
Special Attacks/Actions: War cry Abilities: Str 17, Dex 10, Con 15, Int 7, Wis 8, Cha 8
Special Qualities: light sensitivity
Feats: Alertness; Combat Reflexes
Skills: Listen +2 and Spot +2
Advancement: By character class
Level Adjustment: +1 Climate/Terrain: Any land and underground
Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Treasure/Possessions: Standard

Combat

Blooded One Orc* (CR 1)

Medium Humanoid
Alignment: Usually lawful evil
Initiative: +0; Senses: darkvision 60 ft., Listen +2, and Spot +2

AC: 16 (+4 studded leather, +2 natural), touch 12, flat-footed 16
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +0, Will -1 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +4
Attack: Heavy flail +4 melee; or javelin +1 ranged
Full Attack: Heavy flail +3 melee; or javelin +1 ranged
Damage: Heavy flail 1d10+4/19-20; javelin 1d6+3
Special Attacks/Actions: War cry Abilities: Str 17, Dex 10, Con 15, Int 7, Wis 8, Cha 8
Special Qualities: light sensitivity
Feats: Alertness; Combat Reflexes
Skills: Listen +2 and Spot +2
Advancement: By character class
Level Adjustment: +1 Climate/Terrain: Any land and underground
Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Treasure/Possessions: Standard