Medium Humanoid (Orc)
Hit Dice: 3d8+6 (22hp)
Armor Class: 16 (Chainmail), flatfooted: 15, touch: 11
Base Attack/Grapple: +7/+4
Attack: Falchion + 7 melee (2d4+6/18-20); Javelin +4 ranged (1d6+4/18-20)
Full Attack: Falchion + 7 melee (2d4+6/18-20); Javelin +4 ranged (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 19, Dex 13, Con 15, Int 8, Wis 10, Cha 6.
Skills: Listen +1, Spot +1, Intimidate +2
Feats: Alertness, Cleave.
Environment: Temperate hills
Organization: Gang (2–4), squad (11–20 plus 2 4th-level sergeants and 1 leader of 4th–6th level), or band (30–100 plus 150% noncombatants plus 1 5th-level sergeant per 10 adults, 5 6th-level lieutenants, and 3 8th-level captains)
Challenge Rating: 3
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +0
This creature looks like a powerfully-built primitive human with dark grey skin and coarse hair. It has a stooped posture, low forehead, and a pig-like face with prominent lower canines that resemble a boar’s tusks.
Wildlander orcs, or Orogkz in their tongue, are a powerful species of orc, rarely encountered after the Orcgate War. Stronger and tougher than common orcs they have a reputation for cruelty and brutality even among their kin, including a penchant for cannibalism.
An orc's hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colours that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 1/2 feet tall and weighs about 260 pounds. Females are slightly smaller.
When not actually fighting other creatures, orcs are usually planning raids or practising their fighting skills.
The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else 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 3rd level.
Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the greataxe as a martial weapon. 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 are dazzled in bright sunlight or within the radius of a daylight spell.
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 other 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 their battle prowess, wealth, and amount of territory. They wear their 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 even a large city built above and below ground. A tribe includes females (as many as there are males), young (half as many as there are females), and slaves (about one for every ten males).
The chief orc deity is Gruumsh, a one-eyed god who tolerates no sign of peaceability among his people.