Norker
Norker (CR 4)
Norkers are a degenerative subspecies of orc. They are fierce and cruel, but not as organized. They generally travel in packs, dominated by a single strong leader. The packs are rife with internal power struggles and petty bickering, but when confronted with a common foe, they all fall into enough order to make a reasonable nuisance of themselves.
They frequently travel with any orcs willing to take them in, and will eagerly follow orcs around like mean, feral puppies. Orcs tolerate norkers because they're so easily dominated, useful in a fight, and are easily overruled when it comes time to divvy up loot.
GENERAL
CR 4 Hit Dice 5
XP 1,200
CE Small humanoid (orc)
Init +2; Senses Low-Light 120 ft., Perception +6
DEFENSE
AC 20, touch 13, flat-footed 17 (+4 armor, +3 dex, +3 natural, +0 deflection)
hp 50
Fort +7, Ref +4, Will +2
Aura: -
SR: -
Special Defenses: -
Immunities: -
Weaknesses: -
OFFENSE
Speed 30 ft.
Space / Reach: 5 ft. / 5 ft.
Single Melee Club +8 (1d8+4/19-20x2)
Full Melee Club +8 (1d8+4/19-20x2)
Ranged -
Special Attacks Snapping Riposte
Action Points 0
STATISTICS
Str 14, Dex 12, Con 17, Int 6, Wis 11, Cha 7
Base Atk +4; CMB +7; CMD 18
Feats Mobility
Skills Climb +6
Languages Orc
SPECIAL ABILITIES
- Snapping Riposte (Ex)
Once per round, after being attacked (hit or miss) by a melee attack, the norker may make an immediate bite attack against the foe which attacked them. The foe must be within reach to use this ability. Bite +8 (1d8+1/x2)
TREASURE
sell value of approximately 1,125 gp
COMBAT TACTICS
Norkers are feral and heedless of danger. They will charge into fights and aggressively provoke attacks of opportunity, making use of their mobility. They will use their snapping riposte as often as possible. Other than that, they just want to club stuff until it's dead.