Orcish Cursemaker (CR 6)
XP 2,400
Orc Black Mage 7
CE Medium Humanoid
Init +1; Senses Darkvision 60 ft., low-light vision; Perception +1
DEFENSE
AC 15, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 deflect)
HP 34 (7d6+7)
MP 18
Fort +3, Reflex +3, Will +6
Defensive Abilities Ferocity; Resist Fire 5
Weakness Water
OFFENSE
Speed 30 ft.
Melee Quarterstaff +5 (1d8+2)
Special Abilities Elemental Shield 6 (5/day), Elemental Seal (1/day), Metamagic Enhancement (2/day), Innate Spells (1/day each) [Mage Armor]
Spells Known (Black Mage CL 7th, Concentration +9)
At will (DC 12) – dark orb, daze, detect magic, message
1st (DC 13) – blind, mage armor, fire (DC 14), ruin, shocking grasp, sleep, thunder
2nd (DC 14) – fire II (DC 15), icy breath, poison, silence, thunder II
3rd (DC 15) – bio, blindga, fira (DC 16), fire III (DC 16), lightning bolt, sleepga, thundara, thunder III
4th (DC 16) – ball lightning, blaze spikes, dazera, fire IV (DC 17), poisonga, silencega, thunder IV
STATISTICS
Str 14, Dex 12, Con 12, Int 14, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 16
Feats Combat Casting, Elemental Focus (Fire), Spell Penetration, Throw Anything
Skills Appraise +12, Acrobatics +3 (Jump +4), Climb +3, Knowledge (arcana, planes) +12, Spellcraft +12; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Goblin, Orc, Undercommon
SQ Arcane Knowledge, Black Magery (Elemental Mastery +2), Dark Affliction, Focused Caster, Mage Talent (Concentrate, Dazzling Spell [5/day], Empowered Magic), Spell Proficiency
Gear cure potion(2), 4th-lvl black mage scroll, quarterstaff, bracers of armor +3, 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.