{"name":"Orc Crowd","cr":"5","class":"Expert","alignment":"N","size":"Gargantuan","type":"humanoid ","subtype":"orc","initiative":"0","senses":"darkvision 60 ft.; Perception +4","short_description":"Crowd made up of about 20 - 30 crafters, cooks, and other day laborers","ac":"10, touch 10, flat-footed 10","hp":"63","hd":"15d6+15","hit_points_modifier":"","fortitude":"2","reflex":"1","will":"3","save_modifiers":"","defensive_abilities":"orc ferocity","immunities":"","weaknesses":"light sensitivity","aura":"","dr":"","sr":"","speed":"30","space":"20 ft","reach":"0 ft","melee":"troop (3d4+3) ","ranged":"light hammer +3 ranged (3d4+3)","special_attacks":"","spelllike_abilities":"","ability_scores":"Str 17, Dex 10, Con 12, Int 12, Wis 8, Cha 11","base_attack":"3","cmb":"4","cmd":"14","feats":"Skill Focus (Craft [carpentry])","skills":"Acrobatics +8, Bluff +5, Climb +8, Craft (carpentry) +11, Diplomacy +5, Disable Device +6, Escape Artist +2, Intimidate +9, Knowledge (engineering, local) +8, Perception +4","racial_modifiers":"","languages":"Common, Orc","sq":"weapon familiarity","image":"","environment":"Orcish cities and the plains of the Hold of Belkzen","organization":"Crowds gather in crowds","treasure":"Combat Gear oil of mending (5), potions of cure light wounds (2), potions of spider climb (2); Other Gear light hammer, block and tackle, chain (20 ft.), crowbars (2), everburning torch, hammers (2), ladder, masterwork artisan's tools, bits and bridles (2), mules (2), pack saddles (2), wagon, 561 gp","physical_description":"","description":"Race, Class and Level: Orc Expert 4\r\n\r\n\r\nLight Sensitivity\r\nOrcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.\r\n\r\nTroop Traits\r\nA troop is not subject to flanking, but it is subject to critical hits and sneak attacks if its component creatures are subject to such attacks. Reducing a troop to 0 hit points or fewer causes it to break up, effectively destroying the troop. Until that point, however, any damage taken by the troop does not degrade its ability to attack or resist attacks. A troop is never staggered or reduced to a dying state by damage. Also, a troop cannot be subject to a bull rush, dirty trick, disarm, drag, grapple, reposition, or trip combat maneuver, unless it\u2019s affected by area effects that include such effects. A troop can grapple an opponent.\r\n\r\nA troop takes half again as much damage (+50%) from spells or effects that affect an area. If a troop is rendered unconscious by means of nonlethal damage, it disperses and does not reform until its hit points exceed the nonlethal damage it has taken.\r\n\r\n\r\nFerocity (Ex)\r\nA creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.\r\n\r\n\r\nDescription\r\nA journeyman carpenter is skilled with a hammer, but tries to avoid violence except to defend himself and his family. Tools can be rebuilt or replaced, and he will not waste his life protecting mere objects.\r\n\r\nThe above stat block can be used for any journeyman whose trade requires skill and strength, such as a blacksmith, stonemason, or teamster. The stat block can also be used for older warriors in orc or hobgoblin tribes who are not as vigorous but are still able to fight.","tags":"","templateId":"1198","blockId":"741696","world":"303e388c-eed3-4375-95a2-2a8874e95b17","folder":"","isShared":"on"}