Orc Berzerker

Orc Berzerker CR 3 XP 800 NE Medium humanoid (orc) Init +3; Senses darkvision 6o ft.; Perception +8

DEFENSE

AC 18, touch 13, flat-footed 15 (+3 Dex, +3 armor, +2 shield) hp 30 (4d10+8) Fort +3, Ref +7, Will +5 Defensive Abilities ferocity

OFFENSE

Speed 50 ft. Melee orc skull ram +8 (1d10+4 / x3 + bullrush) Special Attacks blood rage

STATISTICS

Str 16, Dex 17, Con 14, Int 10, Wis 13, Cha 13 Base Atk +4; CMB +7; CMD 20 Feats Orc Weapon Expertise (Defender), Weapon Focus (orc skull ram) Skills Intimidate +8, Perception +8, Stealth +10 Languages Common, orc

SPECIAL ABILITIES

Blood Rage (Ex): When an orc berzerker takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily. Ferocity (Ex): An orc berzerker remains conscious and can continue fighting even if its hit point total is below 0. The orc berzerker is still staggered and loses 1 hit point each round. It still dies when its hit point total reaches a negative amount equal to its Constitution score.

Orc Skull Ram Two-Handed Exotic Weapon Cost: 15 gp Damage: 1d10 ×3 Weight: 20 lbs. Type: B Special: Reach

This weapon consists of a wooden log with a shoulder strap to carry some of the weight. The name comes from the orc tradition of making the ram’s head out of a large skull. On a successful critical hit with a skull ram, you can attempt a combat maneuver check to bull rush your opponent as a free action.