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|This material is published under the OGL 1.0a.|
|Size/Type:||Medium Humanoid (Orc)|
|Hit Dice:||1d8 (4 hp)|
|Speed:||20 ft. (scale mail); base 30 ft.|
|AC:||14 (+4 scale mail)|
|Attacks:||Greataxe +3 melee; or javelin +1 ranged|
|Damage:||Greataxe 1d12+3; or javelin 1d6+2|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Qualities:||Darkvision 60 ft., light sensitivity|
|Saves:||Fort +2, Ref +0, Will -1|
|Abilities:||Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8|
|Skills:||Listen +2, Spot +2|
|Climate/Terrain:||Any land and underground|
|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)|
|Alignment:||Usually chaotic evil|
|Advancement:||By character class|
Light Sensitivity (Ex): Orcs suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
The typical ability scores for a half-orc are Str 13, Dex 10, Con 11, Int 9, Wis 8, Cha 8. Half-orcs have 60-foot darkvision but are not sensitive to light.
An orc's favored class is barbarian. Orc clerics can choose two of the following domains: Chaos, Evil, Strength, and War.
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