Scro
Medium-Sized Humanoid (orc)
Hit Dice: 3d8+6 (19 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (5 squares)
Armor Class: 16 (+1 Dex, +1 natural, +3 masterwork studded leather, +1 buckler)
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d3+1) or masterwork spear (1d8+3) +6 melee or masterwork composite shortbow (requires 14 or higher strength to use without penalty) with masterwork arrows +5 range (1d6+2/x3)
Full Attack: Bite +5 melee (1d3+1) or masterwork spear (1d8+3) +6 melee or masterwork composite shortbow (requires 14 or higher strength to use without penalty) with masterwork arrows +5 range (1d6+2/x3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks:
Special Qualities: Darkvision 60ft., spell resistance 8
Saves: Fort +3, Ref +4, Will +2
Abilities:Str 16, Dex 13, Con 14, Int 13, Wis 9, Cha 8
Skills: Bluff +1, Climb +5, Craft (armorsmithing) +3, Craft (weaponsmthing) +3, Intimidate +1, Jump +5, Listen +2, Profession (spacehand) +1, Sense Motive +1, Spot +2.
Feats: Alertness, Power Attack
Environment: Any
Organization: Squad (3–6 plus 1 4th level fighter [sergeant]), Platoon (11–20 plus 2 4th level fighters [sergeant]and 1 leader of 4th to 7th level fighter [lieutenant] and 1 4th to 7th level cleric), Company (30 to 100 plus 150% noncombatants plus 1 4th level fighters [sergeants] per 10 adults, 5 6th level fighters [lieutenants], 2 7th level clerics, 1 10th level cleric and 1 10th level fighter [general])
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class

The scro resemble muscle-bound orcs, fully armored and armed to the teeth. Scro have the orc's characteristic pig-like snout; however, the scro stand proud and erect, and their high foreheads resemble humanity's. Scro have large canine teeth that they sharpen to a fine point; they decorate teeth and ears with tribal mini-totems. Scro eyes appear human, but they glow a sickly phosphorescent green in dim light. Hide color ranges from slate gray, burnt orange, light tan, and moss green, to jet black and even, in rare cases, albino white.
Scro armor is well oiled, well maintained studded leather with each stud filed to a sharp point. The armor is always jet black, though the studs are painted different colors. Their numerous weapons are just as well maintained. Scro often complete their wardrobe with a night-blue cloak.
Scro carry no standards, but each scro wears an insignia that identifies its tribe. This is worn either as a shoulder patch or on the left side of the chest.
The scro speak a distant variant of the orcish tongue. Curiously, some speak fluent elvish, for they have fanatically preserved the language of their worst enemies so that when the scro slaughter the elven race, the marauding humanoids can tell their victims, in their own tongue, who is doing this to them.

Combat
The Scro live for combat. They have raised it to the highest form of expression in their society. They fight easily in any environment and are well disciplined. Though the scro can be just as bloodthirsty as orcs, they have tempered their savagery with pragmatism and strategic and tactical cunning. Scro actually obey most of the civilized rules of warfare and do not fire on messengers or truce-bearers.
Scro use a bewildering array of weaponry. Because of their extensive military training, scro are proficient in all simple and martial weapons as well as all firearms.
Scro armor spikes cause 1d6 points damage to any foe that the scro grapples, and all scro are considered proficient with their armor spikes. If all else fails, a scro bites with its powerful teeth for 1d3 damage. If a scro kills an opponent with its teeth, the triumphant warrior affixes a small gem or bauble on one of its oversized canines. It then takes a tooth from the opponent and puts it on a necklace called a toregkh. This necklace is prized as a totem of strength. If it is stolen, the warrior hunts down the thief and kills him.
Strangely, the scro are notably articulate. They prefer to begin combat by shouting long, literate insults against their opponents, to show that they hold their enemies in contempt. The mere sight of a goblinoid spouting offensive alliterations might disorient the most battle-hardened veteran long enough to let the scro gain initiative in combat.
Direct sunlight does not affect scro combat ability.

Scro Society
The scro trace their ancestry back to the orc tribes that fought and lost the Unhuman Wars. Some crews and troops of the few surviving orc vessels made their way to a remote but habitable planet and settled down. This ragtag band was led by a huge orc called Dukgash, who appointed himself the first Almighty Leader.
Since then the scro have developed their planet and their society is regimented, based on a complex system of laws and customs that call for unswerving loyalty and obedience. Each scro is a valued member of society and has a duty to fulfill. Leaders are respected and obeyed unless they show obvious cowardice in battle. In that case, it is the strongest scro's duty to overthrow the coward's authority and lead the troops in glorious battle.
The scro homeworld's location is unknown. Thus far, they have seldom ventured into civilized areas, preferring to keep out of sight until they are truly ready. On the homeworld, Dukagsh, the scro live in well-planned, spartan cities with stout towers, strong fortresses, and efficient shipyards. Though the place is no garden spot, neither is it smoky, ugly, or garbage-strewn. Each city has 10,000 to 100,000 scro.
Each of Dukagsh's 24 tribes is led by an Almighty Leader. The entire planet is ruled by the Ultimate High Overlord, a 16th level scro who is guarded by 24 Captains, one from each tribe. Each tribe has a social rank, with those of lower rank subordinate to the higher tribes.
In the ensuing years, Dukagsh whipped his people into shape, making sure that they learned fighting, survival, and even culture. To make sure no one forgot who caused the orc's misfortune, each orc had to learn fluent elvish.
Before Dukagsh died, he declared that his people were on the path to success. The old ways were dead, he claimed, and a new race was born, a race that was more than any orc could ever be. He named them the scro.
At his death, his grateful followers named their homeworld in his honor. Dukagsh's tomb now floats over the homeworld's north pole, so that the deceased leader may look down on his people and watch their progress.

In The Spheres
Scro are not interested in conquering the multiverse. Their sole purpose is to drive all groundling human, demi-human, and humanoid races out of wildspace for good. The war priests see this, not as planetary conquest, but as their holy mission. As for the races native to wildspace...well, the scro will need slave labor, and those pitiful races will do quite nicely. The scro are merely waiting for the right moment to strike. This philosophy that is sure to produce plenty of enemies when they make their presence felt. Thus far, the scro know much about the other space-faring races, but those races are unaware of the scro's existence, save for a few rumors from unreliable sources.
Like their orcish forebears, scro are fecund. They produce litters of ld4 + 1 offspring, most with an excellent chance of survival beyond infancy. Unlike their orcish ancestors, the scro live for an average of 80 years.

SCRO AS CHARACTERS
Scro characters possess the following racial traits.
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+6 Strength, +2 Dexterity, +4 Constitution, +2 Intelligence, –2 Wisdom, –2 Charisma.
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Speed: Scro land speed is 30 feet.
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Darkvision: Scro can see in the dark up to 60 feet. Darkvision is black and white only, but is otherwise like normal sight, and scro can function just fine with no light at all.
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Racial Hit Dice: A scro begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
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Racial Skills: A scro's humanoid levels give it skill points equal to 6 x (2+ Int modifier, minimum 1). Its class skill are Bluff, Climb, Craft, Intimidate, Jump, Listen, Profession, Sense Motive, Spot.
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Racial Feats: A scro's humanoid levels give it two feats.
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Armor and Weapon Proficiency: Scro's are proficient with all simple weapons and martial weapons, with light armor, and with shields.
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Spell resistance equal to 6 + its racial hit dice.
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+1 natural armor bonus.
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Natural Weapons: Bite (1d3).
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Weapon Familiarity: Scro may treat orcish double axe and orcish shotput (See chapter 7: Equipment of the Players Handbook and chapter 5: Tools of the Trade of the Sword and Fist) as martial weapons, rather than exotic weapons.
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Orc Blood: For all effects related to race, a scro is considered an orc. Scro, for example, are just as vulnerable to special effects that affect orcs as their orc ancestors are, and they can use magic items that are only usable by orcs. (See the Monster Manual for more information about orcs, and the Dungeon Master's Guide for more on magic items).
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Automatic Languages: Common and Orc. Bonus Languages: Dohwar, Dralasite, Dwarven and Elven. Scro learn the languages of thier enemies.
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Favored Class: Scro and Figher. A scro's scro class level and fighter class level do not count when determining whether it takes an XP penalty for multiclassing. Scro practice the art of combat and physical development.
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Level Adjustment: +2.


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©2002 Wizards of the Coast, Inc.

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To obtain a digital copy of the original source material this conversion is derived from, please link to: http://store.wizards.com/product.asp?ProductID=7852

Scro, © 1991 Wizards of the Coast, Inc.
d20™ System, Conversion of Scro ©2003, Mark Doolan and Joel Jackson (joel helped in creating the first 3e version)
Image by Mark Doolan
Original Source: Monstrous Compendium #9

A very special thanks goes to Tristan Entropy for giving me permission to use photos from his site! Just follow the link or double click on the scro pic to make your way to his web site.

Notes on this Conversion: I did some cut and copy much of the text from the 3.0 version of the scro done by Joel Jackson when making this version for the Scro and as such I am listing him as co-creator.

Also check out the conversion of the Scro at Beyond the Moons.