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CR 9

Orc Warrior Troop

Barbarian CE Gargantuan humanoid, orc, troop
Initiative: 1 Senses: darkvision 60 ft.; Perception +6

A troop of about 12 Orc Warriors working together

Defense

AC: 12, touch 6, flat-footed 11 (+6 armor, -4 size)
HP: 128 12d12+48
Fortitude: 7 Reflex: 1 Will: 3
Defensive Abilities: orc ferocity, trap sense +1, uncanny dodge; fast movement, weapon familiarity Weaknesses: Light Sensitivity

Offense

Speed: 30
Melee: troop (2d6+8/x3)
Ranged: mwk sling +7 ranged (2d4+8)
Space: 20

Statistics

Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 12
Base Attack: 3 CMB: 12 CMD: 21
Feats: Intimidating Prowess
Skills: Climb +5, Intimidate +12, Perception +6, Survival +4, Swim +3
Languages: Common, Orc
SQ: rage (10 rounds/day), rage powers (intimidating glare)

Ecology

Environment: Orcish Cities or the plains of the Hold of Belkzen
Organization: Troops are made of of 12 Orc Warriors. Troops will operate by them selves as often as they do with others.
Treasure: Combat Gear potion of cure light wounds, potion of lesser restoration, potion of protection from good; Other Gear mwk chainmail, mwk greataxe, mwk sling with 10 bullets, climber's kit, 250 gp

Troop NPC converted from https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-2/axe-warrior-half-orc-barbarian-3/   Race, Class and Level: Half-orc Barbarian 3   12 Orc Warriors make up a troop   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.   Uncanny Dodge (Ex) Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.   If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.   Intimidating Glare (Ex) Benefit: The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC.   Light Sensitivity Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.


Created by

KazutoDM.

System

Pathfinder 1e

Statblock Type

Monster / NPC

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