Orc Chief

Orc Chief CR 7 XP 3,200 NE Medium humanoid (orc) Init +2; Senses darkvision 120 ft.; Perception +13

DEFENSE

AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 shield) hp 85 (9d10+36) Fort +7, Ref +10, Will +7 Defensive Abilities ferocity; Immune cold, poison

OFFENSE

Speed 50 ft. Melee earthbreaker +13/+13 (2d6+3 / x3), klar +13 (1d6+3) Special Attacks horn of breath (cold)

STATISTICS

Str 16, Dex 16, Con 19, Int 11, Wis 12, Cha 8 Base Atk +9; CMB +11 CMD 23 Feats Ferocious Action, Lightning Reflexes, Thunder and Fang, Two Weapon Fighting, Weapon Focus (earthbreaker), Weapon Focus (klar) Skills Intimidate +11, Knowledge (nature) +6, Perception +13, Stealth +8, Survival +13, Swim +5 Languages Common, orc SQ battle vigor

SPECIAL ABILITIES

Horn of Breath (cold): A horn of breath is a sounding horn filled with alchemical reagents. As a standard action, the wielder can blow into the horn and expel its contents as a breath weapon that can take the form of a 60-foot line or a 30-foot cone. All creatures in this area take 8d6 points of cold damage (DC 18 Reflex half ). The save DC is Constitution-based.

Battle Vigor (Ex) After damaging or being damaged in combat, an orc chief gains a +1 racial bonus on attack rolls and weapon damage rolls. This bonus increases to +2 if they have both dealt and received damage. This bonus lasts as long as the orc chief is in combat.

Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

FEATS Ferocious Action: When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the barbarian rage class feature), you instead only lose 1 hit point per round. Lightning Reflexes: You get a +2 bonus on all Reflex saving throws. Thunder and Fang: You can use an earth breaker as though it were a one-handed weapon. When using an earth breaker in one hand and a klar in your off hand, you retain the shield bonus your klar grants to your Armor Class even when you use it to attack. Treat your klar as a light weapon for the purposes of determining your two-weapon fighting penalty. Two Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Weapon Focus: You gain a +1 bonus on all attack rolls you make using the selected weapon.