Orcish Nightraider (CR 8)
XP 4,800
Orc Archer 9
CE Medium Humanoid
Init +2; Senses Darkvision 60 ft., low-light vision; Perception +12
DEFENSE
AC 19, touch 15, flat-footed 15 (+4 armor, +4 dex, +1 deflect)
HP 69 (9d8+27)
Fort +6, Reflex +11, Will +5
Defensive Abilities Evasion, Ferocity, Uncanny dodge; Resist Fire 5
Weakness Water
OFFENSE
Speed 40 ft.
Melee +1 Falchion +11/+6 (2d4+5/18-20)
Range +1 Composite Longbow +15/+10 (1d8+8/x3)
Special Attacks Aim (move/swift action, +2 Att, Dmg, and skills), Called Shot, Safe Shot, Quick Shot
Special Abilities Archery Talents (Defensive Grace, Improved Called Shot, Surprise Shot, Weak Point)
STATISTICS
Str 18, Dex 20, Con 18, Int 10, Wis 12, Cha 6
Base Atk +6/+1; CMB +10; CMD 25
Feats Bullseye Shot, Deadly Aim, Manyshot, Point Blank, Precise Shot, Rapid Shot, Throw anything, Weapon Focus (composite longbow)
Skills Acrobatics +12 (Jump +13), Climb +6, Perception +12, Stealth +10, Survival +10; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ Expert Archer +2, Fast Movement (+10 ft.), Hawkeye (+3 perception, +15 range)
Gear hi-potion(2), falchion +1, composite longbow +1, 20 arrows, studded leather armor +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.