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Orcish Brawler (CR 8)

XP 4,800
Orc Monk 9
LE Medium Humanoid
Init +3; Senses Darkvision 60 ft., low-light vision; Perception +3

DEFENSE

AC 22, touch 20, flat-footed 18 (+3 wis, +3 dex, +2 armor, +1 dodge, +1 deflect, +2 ac bonus)
HP 81 (9d10+27)
Fort +9, Reflex +9, Will +6
Defensive Abilities Evasion, Ferocity, Improved EvasionImmune Disease; Resist Fire 5;
Weakness Water

OFFENSE

Speed 60 ft.
Melee Unarmed Strike +14/+9 (2d4+5/18-20)
Ranged Javelin +12/+7 (1d6+5)
Special Attacks Blitz Techniques, Combo Finishers (Dragon Kick, Haymaker, Hundred Palm Slap, Tornado Kick), Flurry of Blows +14/+14/+9 (2d4+5/19-20)
Special Abilities Stunning Fist +14 (2d4+5/18-20 x2; DC 17 Fort negates) [9/day], Ki Pool (7 pts), Boost (6/day, +4)

STATISTICS

Str 20, Dex 16, Con 16, Int 8, Wis 16, Cha 6
Base Atk +9/+4; CMB +14; CMD 30 (32 vs Grapple)
Feats Deadly Grappler, Deflect Arrows, Dodge, Improved Critical (Unarmed), Improved Grapple, Improved Unarmed Strike, Throw anything
Skills Acrobatics +8 (Jump +9), Climb +9, Escape Artist +6 ; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ AC BonusMartial Arts (2d4, 18-20), Fast Movement (+30 ft.), Ki Powers (Aurablast, Chakra, Elemental Fury), Purity of Body
Gear cure-potion(1), javelin, bracers of armor +2, 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.