ORC
Orc
Medium humanoid 1st level soldier (orc)
Hit Dice: 1d8+4 (8 hp); AC: 18
Melee: +1; Fort: 14
Ranged: +0; Reflex: 13
Spell: +0; Will:12
Perceptions: Lowlight vision
Initiative +0; Speed 25'
Languages Orcish, Common
Str 14, Int 8, Wis 8, Dex 10, Con 12, Cha 8
TRIGGERED ACTIONS
Warrior's Surge: Trigger: The orc drops. Effect: The orc makes a longsword attack as a free action.
STANDARD ACTIONS
Longsword: +4 vs. AC; 1d8+1/19-20 damage.
Equipment scale mail, heavy shield, cap, longsword
Ogrillion (Half-Ogre, Half-Orc)
Medium humanoid 1st level soldier/1st level brute (ogre, orc)
Hit Dice: 1d8+1d10+9 (19 hp); AC: 15
Melee: +2; Fort: 15
Ranged: +0; Reflex: 13
Spell: +0; Will:12
Perceptions: Lowlight vision
Initiative +0; Speed 25'
Languages Orcish, Common
Str 17, Int 7, Wis 7, Dex 10, Con 14, Cha 8
TRAITS
Masher: The ogrillion gets +2 to melee damage.
Thick Skin: An ogrillion gets a +4 bonus to AC.
STANDARD ACTIONS
Maul: +5 vs. AC; 1d10+2 damage.
Crushing Blow (recharges on a 16+): +5 vs. AC; 1d10+2 damage and the target is pushed 15' and knocked prone.
Equipment thick hides, maul
Orc Champion
Medium humanoid 5th level soldier (orc)
Hit Dice: 5d8+4 (26 hp); AC: 21
Melee: +3; Fort: 15
Ranged: +0; Reflex: 13
Spell: +0; Will:12
Perceptions: Lowlight vision
Initiative +0; Speed 25'
Languages Orcish, Common
Str 17, Int 8, Wis 10, Dex 10, Con 12, Cha 8
TRIGGERED ACTIONS
Warrior's Surge: Trigger: The orc drops. Effect: The orc makes a longsword attack as a reaction.
STANDARD ACTIONS
Longsword: +8 vs. AC; 1d8+3/19-20 damage.
Power Attack (recharges on a 12+): The orc champion makes a longsword attack for double damage.
Equipment scale mail, heavy shield, cap, longsword
OWLBEAR
Owlbear
Large beast 5th level brute
Hit Dice: 5d10+30 (63 hp); AC: 14
Melee: +3; Fort: 20
Ranged: +0; Reflex: 16
Spell: +0; Will: 15
Perceptions: Lowlight vision
Initiative +0; Speed 35'
Languages -
Str 20, Int 3, Wis 15, Dex 13, Con 16, Cha 10
TRAITS
Owlbear's Fierceness: Owlbears get a +3 bonus to AC and a +2 bonus to Reflex, melee attacks and melee damage.
TRIGGERED ACTIONS
Terrifying Screech (fear): Trigger: The owlbear becomes bloodied; recharges when the owlbear rests. The owlbear makes an attack in a 20' blast: +0 vs. Will; Hit: The target suffers a -2 penalty to attacks until the end of the next round.
FULL ACTIONS
Claws: The owlbear makes two claw attacks. If both hit the same target, the owlbear hugs the target: +5 vs. Fortitude; Hit: The target is grabbed and cannot move from its
STANDARD ACTIONS
Claw: +5 vs. AC; 1d8+2 damage.
Bite: The owlbear must have the target grabbed; +5 vs. AC; 2d4+2/x3 damage.
RAT
GIANT RAT
Tiny beast 1st level skirmisher
Hit Dice: 1d6 (3 hp); AC: 14
Melee: +0; Fort: 15
Ranged: +0; Reflex: 16
Spell: +0; Will: 14
Perceptions: Lowlight vision, scent
Initiative +0; Speed 30', climb 15', swim 20'
Languages -
Str 4, Int 2, Wis 13, Dex 17, Con 15, Cha 8
TRAITS
Filth Dweller: The giant rat gets a +2 bonus to defenses and saving throws against poison and disease.
Tiny: The giant rat doesn't get a bonus kicker of 1/3 its Constitution, but it gets a +2 bonus to AC.
STANDARD ACTIONS
Bite: +0 vs. AC; 1d3 damage plus make a secondary attack: +0 vs. Fortitude; the target contracts filth fever.
---Filth Fever: Each day the disease makes an attack against the victim: +2 vs. Fortitude; on a hit, the target takes 1d3 Strength and Constitution damage. If the disease misses three days in a row, the victim recovers.
DIRE RAT
Small beast 2nd level skirmisher
Hit Dice: 1d6+5 (8 hp); AC: 12
Melee: +1; Fort: 15
Ranged: +0; Reflex: 16
Spell: +0; Will: 14
Perceptions: Lowlight vision, scent
Initiative +0; Speed 30', climb 15', swim 20'
Languages -
Str 4, Int 2, Wis 13, Dex 17, Con 15, Cha 8
TRAITS
Filth Dweller: The giant rat gets a +2 bonus to defenses and saving throws against poison and disease.
STANDARD ACTIONS
Bite: +1 vs. AC; 1d4 damage plus make a secondary attack: +1 vs. Fortitude; the target contracts filth fever.
---Filth Fever: Each day the disease makes an attack against the victim: +2 vs. Fortitude; on a hit, the target takes 1d3 Strength and Constitution damage. If the disease misses three days in a row, the victim recovers.
RAT SWARM
Medium beast 4th level skirmisher (swarm)
Hit Dice: 2d6+5 (12 hp) (see swarm); AC: 12
Melee: +2; Fort: 15
Ranged: +0; Reflex: 17
Spell: +0; Will: 14
Perceptions: Lowlight vision, scent
Initiative +0; Speed 30', climb 15', swim 20'
Languages -
Str 4, Int 2, Wis 13, Dex 17, Con 15, Cha 8
TRAITS
Filth Dweller: The rat swarm gets a +2 bonus to defenses and saving throws against poison and disease.
Swarm: A swarm takes half damage from single-target attacks and double damage from area or close attacks.
TRIGGERED ACTIONS
Swarm Attack: Trigger: An enemy starts its turn adjacent to the swarm. Effect: The swarm makes a swarm of rats attack at the target.
STANDARD ACTIONS
Swarm of Rats: Targets one or two creatures; +2 vs. AC; 1d6 damage plus ongoing 2 damage (save ends on a 10+).
MOVE ACTIONS
Carpet of Rats: The rat swarm moves its speed. It gains combat advantage on any creatures that it ends adjacent to until the end of the round.