Orcish Beastrider (CR 8)
XP 4,800
Orc Dark Knight 9
CE Medium Humanoid
Init +2 (+5); Senses Darkvision 60 ft., low-light vision; Perception +1
DEFENSE
AC 22, touch 12, flat-footed 21 (+10 armor, +1 Dex, +1 deflect)
HP 88 (9d10+36)
MP 9
Fort +13, Reflex +8, Will +10
Defensive Abilities Dark Blessing, Ferocity; Immune Disease, Poison, Sap; Resist Fire 5
Weakness Water
OFFENSE
Speed 20 ft.
Melee +1 Knight Sword +16/+11 (1d10+7/19-20)
Special Attacks Abyssal Arts (6/day, Abyssal Drain, Bloodspiller, Carve and Spit [3 rounds], Syphon Strike), Defile (DC 17 Fort negates blind, silence, or curse), Harm Touch (7/day, 5d6 damage), Shared Offense (+2 att/dmg, 3 rounds), Soul Eater (6/day, 5d6 shadow damage)
Special Abilities Darkside (+3 att/dmg, SR 14, -9 HP per round), Grit Stance (DR 4/- but -4 damage), Last Resort (6 rounds)
Spells Known (Dark Knight CL 6th, Concentration +9)
1st (DC 14) – dark, dread, endark, enfeeblement, fear, magic weapon
2nd (DC 15) – curse of ill fortune, dark II, demonhide, dread spikes, endark II, temper
STATISTICS
Str 22, Dex 14, Con 18, Int 12, Wis 12, Cha 16
Base Atk +9/+4; CMB +15; CMD 27
Feats Cleave, Furious Focus, Great Cleave, Power Attack, Surprised Follow-Through, Throw Anything
Skills Acrobatics +2 (Jump +3), Climb +6, Intimidate +11, Sense Motive +9, Spellcraft +9; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ First Into Battle, Unholy Resilience
Gear hi-potion(2), 2nd-lvl dark knight scroll, knight sword +1, full plate +1, ring of protection +1
SPECIAL ABILITIES
Ferocity (Ex)
An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.