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Orcish Neckchopper (CR 3)
XP 800
Orc Dark Knight 4
CE Medium Humanoid
Init +1 (+3); Senses Darkvision 60 ft., low-light vision; Perception +1
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +1 Dex, +1 deflect)
HP 36 (4d10+12)
MP 2
Fort +9, Reflex +4, Will +7
Defensive Abilities Dark Blessing, Ferocity; Resist Fire 5
OFFENSE
Speed 20 ft.
Melee Knight Sword +9 (1d10+5/19-20)
Special Attacks Abyssal Arts (5/day, Bloodspiller, Syphon Strike), Defile (DC 15 Fort negates blind), Harm Touch (4/day, 2d6 damage), Shared Offense (+1 att/dmg, 2 rounds)
Special Abilities Darkside (+2 att/dmg, SR 12, -4 HP per round), Grit Stance (DR 3/- but -3 dmg)
Spells Known (Dark Knight CL 1st, Concentration +3)
1st (DC 13) – dark, dread, endark, enfeeblement, fear, magic weapon
STATISTICS
Str 20, Dex 12, Con 16, Int 10, Wis 12, Cha 14
Base Atk +4; CMB +9; CMD 20
Feats Cleave, Power Attack, Throw Anything
Skills Acrobatics -2 (Jump -1), Climb -3, Intimidate +9, Sense Motive +8; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ First Into Battle
Gear cure potion(2), 1st-lvl dark knight scroll, knight sword, breastplate, 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.