a
Orcish Grappler (CR 1)
XP 400
Orc Monk 1
LE Medium Humanoid
Init +1; Senses Darkvision 60 ft., low-light vision; Perception +1
DEFENSE
AC 13, touch 13, flat-footed 11 (+1 wis, +1 dex, +1 dodge)
HP 6 [11] (1d10+1)
Fort +3, Reflex +3, Will +1
Defensive Abilities Ferocity; Resist Fire 5
OFFENSE
Speed 30 ft.
Melee Unarmed Strike +4 (1d6+3)
Ranged Javelin +2 (1d6+3)
Special Attacks Blitz Techniques, Combo Finishers (Dragon Kick), Flurry of Blows +4/+4 (1d6+3)
Special Abilities Stunning Fist +4 (1d6+3, DC 11 Fort negates stun) [1/day]
STATISTICS
Str 16, Dex 12, Con 12, Int 6, Wis 12, Cha 6
Base Atk +1; CMB +4; CMD 15
Feats Dodge
Skills Acrobatics +5 (Jump +6), Climb +3, Escape Artist +3; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ AC Bonus, Martial Arts (1d6, x2)
Gear cure potion(1), 3 javelins
SPECIAL ABILITIES
Ferocity (Ex)
An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.
Skill Bonus (Ex)
Orcs gain a +2 racial bonus on Acrobatic checks made with this skill. Alternatively, Orcs also gain a +1 racial bonus on Climb and Jump Skills.
Throw Anything (Ex)
Orcs will throw anything that it engages as a way for it to make sure it is the victor. Orcs gain the Throw Anything feat.
Weapon Familiarity (Ex)
Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.