Bloodsworn Orc

Bloodsworn Orc CR 5 XP 1,600 NE Medium humanoid (orc) Init +2; Senses darkvision 60 ft.; Perception +11

DEFENSE

AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural) hp 65 (10d8+20) Fort +9, Ref +5, Will +4 Defensive Abilities ferocity

OFFENSE

Speed 30 ft. Melee greataxe +11/+6 (3d6+7/×3) Ranged heavy crossbow +8 (2d8/19–20/×3)

STATISTICS

Str 21, Dex 15, Con 15, Int 10, Wis 13, Cha 8 Base Atk +7; CMB +13; CMD 25Feats Cornugon Smash, Grudge Fighter, Hurtful, Intimidating Prowess, Power Attack Skills Intimidate +14, Perception +11, Profession (soothsayer) +10 Sense Motive +5, Survival +6; Languages Common, Orc

SPECIAL ABILITIES

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 Cornugon Smash

When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Grudge Fighter

You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat.

 Hurtful

When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.

Intimidating Prowess

Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Power Attack

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.