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: -
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
Orcs are aggressive humanoids that raid, pillage, and battle other creatures. They have a hatred of elves and dwarves that began generations ago, and often kill them on sight.
Orcs vary in appearance but in general look like primitive humans with gray skin, coarse hair, stooped postures, low fore-heads, and porcine faces with prominent lower canines that resemble a boar's tusks. They have lupine ears, their eyes are reddish, and they wear vivid colors that most humans would consider unpleasant such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt.
When not actually lighting other creatures, orcs are usually planning raids or practicing their fighting skills. Their language varies slightly from tribe to tribe but is understandable by anyone who speaks Orc. Some orcs know Goblin or Giant as well.
Most orcs encountered away from their homes are warriors, the information in the statistics block is for one of 1st level.
Combat
Orcs are familiar with the use of most weapons, preferring those that cause the most damage in the least time. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them.
Light Sensitivity (Ex): Orcs suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
Orc Society
Orcs believe that to survive, they must conquer as much territory as possible, which puts them at odds with all intelligent creatures that live near them. They are constantly warring with or preparing to war with humanoids, including other orc tribes. They can ally with other humanoids for a time but quickly rebel if not commanded by orcs. Their deities teach them that all other beings are inferior and that all worldly goods rightfully belong to the orcs, having been stolen by the others. Orc spellcasters are ambitious, and rivalries between them and warrior leaders sometimes tear a tribe apart.
Orc society is patriarchal. Females are prized possessions at best and chattel at worst. Male orcs pride themselves on the number of females they own and male children they sire, as well as battle prowess, wealth, and amount of territory. They wear battle scars proudly and ritually scar themselves to mark significant achievements and turning points in their lives.
An orc lair may be a cave, a series of wooden huts, a fort, or a large city built above and below ground. A lair includes females (as many as there are males), young (half as many as there are females), and slaves (about one per 10 males).
The chief orc deity is Gruumsh, a one-eyed god who tolerates no sign of peaceable-ness among his people.
Orc Characters
An orc's favored class is barbarian, and orc leaders tend to be barbarians. Orc clerics worship Gruumsh (favored weapon: any spear) and can choose two of the following domains: Chaos, Evil, Strength, and War. Most orc spellcasters, however, are adepts. Orc adepts favor spells that deal damage.