Blooded One Orc* (CR 1)
Alignment: Usually lawful evil
Initiative: +0; Senses: darkvision 60 ft., Listen +2, and Spot +2
AC: 16 (+4 studded leather, +2 natural), touch 12, flat-footed 16
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +0, Will -1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +4
Attack: Heavy flail +4 melee; or javelin +1 ranged
Full Attack: Heavy flail +3 melee; or javelin +1 ranged
Damage: Heavy flail 1d10+4/19-20; javelin 1d6+3
Special Attacks/Actions: War cry
Abilities: Str 17, Dex 10, Con 15, Int 7, Wis 8, Cha 8
Special Qualities: light sensitivity
Feats: Alertness; Combat Reflexes
Skills: Listen +2 and Spot +2
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
The sample blooded one uses a 1st-level ore warrior as the base creature. Blood orcs fight with even more furious disregard for themselves than typical orcs.
War Cry (Ex): Once per day, this blooded one can cause all blooded ones (including itself) within 30 feet to gain a +1 morale bonus on all attack and damage rolls for 2d4 rounds. This effect does not stack with other war cries.
Light Sensitivity (Ex): This blooded one takes a -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.