Orc CommanderCreature 2
Source Pathfinder Adventure: Troubles in Otari
Perception +11 (darkvision)
Languages none
Skills Athletics +8, Intimidation +6, Survival +5
Str +4, Dex +2, Con +1, Int -1, Wis +1, Cha +2
AC 19; Fort +7; Reflex +6; Will +7;
HP 32
Speed 25 feet
Maul +10 (+5, +0) to hit (shove) 1d12+4 Bludgeoning
Fist +10 (+6, +2) to hit (agile, nonlethal) 1d4+4 Bludgeoning
Javelin +8 (+3, -2) to hit (thrown 30) 1d6+4 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
FerocityTrigger The monster is reduced to 0 HP.
Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability
Battle Cry (concentrate, emotion, mental)Bellowing mightily, the commander gives themself and all orc allies within 60 feet who can hear them a +1 status bonus to attack and damage rolls until the start of the orc commander's next turn.
Effect: Battle Cry
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
OrcA creature with this trait is a member of the orc ancestry. A weapon with this trait is a weapon which orcs craft and use.