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Orcish Impaler (CR 8)
XP 4,800
Orc Dragoon 9
CE Medium Humanoid
Init +2; Senses Darkvision 60 ft., low-light vision; Perception +1
DEFENSE
AC 21, touch 14, flat-footed 18 (+7 armor, +3 dex, +1 deflect)
HP 88 (9d10+36)
Fort +10, Reflex +9, Will +4
Defensive Abilities Ferocity; Resist Fire 5
Weakness Water
OFFENSE
Speed 30 ft.
Melee +1 Longspear +15/+10 (1d8+6/x3)
Special Attacks Deadly Lancer +3d6, Heroic Landing (DC 19, Reflex for half), Tail Sweep (DC 19, Reflex negates prone)
Special Abilities Hardy Landing (40 ft.), Pole Fighting, Sweeping Fend
STATISTICS
Str 21, Dex 16, Con 18, Int 10, Wis 12, Cha 6
Base Atk +9/+4; CMB +14; CMD 27
Feats Acrobatic, Power Attack, Throw anything, Vital Strike, Weapon Focus (longspear)
Skills Acrobatics +8 (Jump +9), Climb +5; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ Acrobatic Talent (Flexible Flanker, Heroic Landing[fire], Step Aside, Tail Sweep), Armor Training +1, Fighter Training, Jump, Steadfast Pike +2
Gear hi-potion(2), longspear +1, breastplate +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.