Index: Commoner, Orc

Anthropoid | Orc

 

Orc Commoner

The orc before you is either hard at work, lying in the shade and snoozing, or living their life like anyone else you may know.
  Zug Zug  

Stat Block

Orc Commoner
HP (ArmorHP): 10 (+0) / AC: 10 / Movement: 25 ft / Init.: +1 / PB.*: +1 / Skills: None
+1
+1
+0
+0
+0
+0
+0
+1
+0
Resistance(s): None / Reduction (s): None / Vulnerability: None / Immunity: None
Senses: Low-Light Vision
Condition Immunities: None
-
-Features-
None
-
-Actions-
Attack - [◈◈ / ◈-◈◈◈] - (1 per turn)
  • Improvised Weapon: / +1 / 4 varied damage
  • -

    -Tactics-: Commoners aren't meant to fight, but they will defend themselves when endangered. Otherwise, they will flee or avoid combat unless said otherwise.

       

    Full Statistics

    -General-

    * = Proficiency
    +1
    +1
    +0
    +0
    +0
    +0
    +0
    +1
    +0

    -Combat-

  • Armor Class: 10
  • Max Hit Points (+AHP): 10 (+0)
  • Average HP | Formula: 6 (+0) | 1d8+1+0 (+0)
  • HP Breakpoint(s): 1 HP
  • -
  • Base Speed / Movement: 25 ft
  • Initiative: +1
  • Creature Senses: Low-Light Vision
  • -
  • Damage Resistances: None
  • Damage Reduction: None
  • Damage Vulnerabilities:None
  • Damage Immunities: None
  • -
  • Condition Immunities: None
  • -

    -Skills-

     

    -Other Stats-

  • Base Threat Level: 0.5
  • Creature Size: Medium
  • Creature Type(s): Anthropoid, Orc
  • Source(s): Core
  • -
  • Armor / Type: None
  • -

    -Features-

    Orc Origin : ~0.5

    When the Orc scores a Critical Success with an attack, they may add a 1d6 to the damage they deal.
    Additionally, once per Short Rest, the orc may turn an successful success on a d20 into a Critical Success.

     

    -Actions-

    Attack Action - [◈◈ / ◈-◈◈◈] - (1 per turn)
    The Commoner won't always attack, but will defend itself if needed. They will use natural weapons or whatever they are equipped with, even if they are not proficient.
    The Orc Commoner is usually more battle hardened and ready to throw down when needed, but in comparison to an adventurer or a creature like a dragon, they won't do anything too special. They're just simply not that kind of Orc.
    - Improvised Weapon / Melee Weapon Attack / +1 to hit / Hit: 4 ( 1d4+1 ) varied damage

    -Doom Traits-

    None    

    -Tactics-

    The Ordinary Commoner is unspecialized, but numerous, not having much in the way of complexity. The statblock serves more as a guideline, as there are multiple kinds of Commoner outside of the normal serf, peasant, or pilgrim. The Orc Commoner is no different, often being simple citizens of their place of home going about their day. Some may call them peons, even, often using them to gather resources for their warchief(s).   Commoners will often surrender if confronted to fight, or will get guards, someone, or something stronger to fight for them.  

    -What others may know...-

    DC = 15 + TL, using a Recall Action / ◈.

    Read or Paraphrase

    Heard of (-5 to DC)

    "These are the people of this land, but one wouldn't know much more than that."

    Orc Commoners are as mercurial as anybody else, their culture at a glance being like any other Commoner.

    Learned of (Meets DC)

    "These orcs know the area they live in, and know who the local authority is, and/or who to talk to about what. Asking any pertinent questions shouldn't too hard."

    These people may give the adventurers a hint of what they need to do or where they need to go, even at a glance. They can use their skills or otherwise to glean more information, or see where they can get what they need.

    Fully Know of (DC + 10 and up)

    "You know these Orcs, or at least have learned enough to know where you need to go."

    The adventurer(s) fully understand who they're talking about, and what's needed to get on the good (and bad) side of the people they'll be interacting with.

    As such, they'll likely gain a benefit (such as Advantage or a Bonus Dice) on the next check made to interact with one of these folk, or even just impressing them to get on their good side.

     

    -Scaling and Alterations-

      Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers. This creature is based on the Ordinary Commoner, like many others. Adjust the creature further would involve giving more than just the Ancestry Origin Talent, and would follow the same rules as the Commoner: adding 0.5 to the TL for each Ancestry Talent added to the creature. Sometimes, this may not adjust the TL by a noticeable factor, but it can lead to some interesting variants that a GM can play around with.   Example variants of other Commoners can be found below.    

    Suggested Loot

    Appraise DC: 10

     

    -Normal Loot-

    • Success
      • None
     

    -Crafting-

    • Success
      • None

    Powered by World Anvil