Size:
Medium
Type:
Humanoid
Form:
biped
Temper:
brutish
# App:
2-8 (10-60)
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
brute
Ground:
120
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(BECMI)
Actions/Abilities/Traits: (BECMI)
Action
1 weapon
1-6 or weapon

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Greataxe
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Action
Javelin
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Special
Aggressive
As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Actions/Abilities/Traits:
(OSE)
Actions/Abilities/Traits: (OSE)
Action
weapon
1 * weapon (1d6 or by weapon)
Special
Hate the sun
-1 to-hit in full daylight.
Special
Weapons
Prefer axes, clubs, spears, or swords. Only leaders can use mechanical weapons (e.g. crossbows, catapults).
Special
Craven
Afraid of larger or stronger-looking creatures, though leaders may force them to fight.
Special
Leader
Groups are led by an orc with 8 hit points. The leader gains a +1 bonus to damage rolls. Leaders have defeated other orcs in combat to gain their position.
Special
Orc chieftain
A 4HD (15hp) chieftain rules an orc tribe. The chieftain gains a +2 bonus to damage rolls.
Special
Giant companions
For every 20 orcs, there is a 1-in-6 chance of an ogre accompanying them. There is a 1-in-10 chance of a troll living in the lair.
Special
Tribal
Orcs of different tribes may fight among themselves, unless their leaders command them not to. Each tribe has its own lair and has as many females as males, and two whelps per two adults.
Special
Mercenaries
Orcs may be hired to fight in Chaotic armies. They delight in wanton killing and razing of settlements.

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Light Sensitivity
You are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Weapon Focus (falchion)
Action
Melee 1
falchion +5 (2d4+4/18-20)
Action
Ranged 1
javelin +1 (1d6+3)

Actions/Abilities/Traits:
(Pathfinder 2e) (Orc Brute)
Actions/Abilities/Traits: (Pathfinder 2e) (Orc Brute)
Ability
Ferocity
Offense
Melee
Circumstance: combat round (melee)
orc knuckle dagger +7 [+3/-1] (agile, disarm), Damage 1d6+3 piercing
Offense
Ranged
Circumstance: combat round (ranged)
javelin +4 [-1/-6] (thrown 30 feet), Damage 1d6+3 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Orc
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Item
javelin (3)
orc knuckle dagger (2)
shoddy breastplate
Language
Orcish
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Orc Warchief)
Actions/Abilities/Traits: (Pathfinder 2e) (Orc Warchief)
Ability
Attack of Opportunity
Ability
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.
Ability
Ferocity
Offense
Melee
Circumstance: combat round (melee)
greatclub +10 [+5/+0] (backswing, shove), Damage 1d10+4 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
javelin +8 [+3/-2] (thrown 30 feet), Damage 1d6+4 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Orc
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Item
greatclub
hide armor
javelin (6)
Language
Common
Orcish
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Orc Warrior)
Actions/Abilities/Traits: (Pathfinder 2e) (Orc Warrior)
Ability
Attack of Opportunity
Ability
Ferocity
Offense
Melee
Circumstance: combat round (melee)
orc necksplitter +7 [+2/-3] (forceful, sweep), Damage 1d8+4 slashing
Offense
Ranged
Circumstance: combat round (ranged)
javelin +5 [+0/-5] (thrown 30 feet), Damage 1d6+4 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Orc
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Item
breastplate
javelin (4)
orc necksplitter
shortsword (2)
Language
Orcish
Perception
darkvision
This barbaric humanoid bears ragged equipment and armor in sullen colors. It has coarse body hair and a stooped posture like some primitive man but with a grayish-green skin tone and bestial facial features beneath a black hood. Burning red eyes peer below a low, sloping brow, just above a flattened nose, and prominent tusk-like teeth.
5e SRD
Ugly, bad-tempered, animalistic humanoids who live underground and are active at night. Sadistic bullies who hate other living creatures and delight in killing.
OSE