Orc (CR 1/2)
Medium Humanoid (Orc)
Alignment: Usually chaotic evil
Initiative: +0; Senses: darkvision 60 ft., Listen +1, and Spot +1
AC: 13 (+3 studded leather), touch 10, flat-footed 13
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +0, Will -2
Speed: 30 ft. (20 ft. in studded leather)
Space: 5 ft./5 ft.
Base Attack +1; Grapple +4
Attack: Falchion +4 melee; or javelin +1 ranged
Full Attack: Falchion +4 melee; or javelin +1 ranged
Damage: Falchion 2d4+4/18-20, javelin 1d6+3
Special Attacks/Actions: -
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Special Qualities: light sensitivity
Feats: Alertness
Skills: Listen +1 and Spot +1
Advancement: By character class
Climate/Terrain: Temperate hills
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
Source:
Monster Manual
Light Sensitivity (Ex): Orcs suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.