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Orcish Serjeant (CR 6)
XP 2,400
Orc Beastmaster 7
CE Medium Humanoid
Init +2; Senses Darkvision 60 ft., low-light vision; Perception +7
DEFENSE
AC 19, touch 14, flat-footed 16 (+3 dex, +5 armor, +1 deflect)
HP 68 (7d10+28)
Fort +9, Reflex +9, Will +2
Defensive Abilities Ferocity; Resist Fire 5
Weakness Water
OFFENSE
Speed 30 ft., Woodland Stride
Melee Unarmed Strike +12/+7 (1d8+5)
Special Attacks Rage (8 rounds/day)
Special Abilities Rage Power (Knockback, Powerful Stance, Smasher), Savage Charge +15 (1d8+5, -3 armor)
STATISTICS
Str 18, Dex 16, Con 18, Int 8, Wis 10, Cha 6
Base Atk +7/+2; CMB +11; CMD 24
Feats Alertness, Hamatulatsu, Improved Grapple, Power Attack, Throw anything, Weapon Focus (Unarmed Strike)
Skills Acrobatics +10 (Jump +11), Climb +10, Handle Animal +5, Knowledge (nature) +6, Perception +7, Survival +7 (Track +10); Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc, Speak with Animals
SQ Empathic Link, Feral Combat Style, Natural Savagery +1, Nature Sense, Trackless Step, Wild Empathy
Gear hi-potion(1), chain shirt +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.
ANIMAL COMPANION
Tamed Nakk
NE Large Animal
Init: +6; Senses darkvision 60 ft., low-light vision, Perception +13
AC 14, touch 12, flat-footed 12(+2 Dex, +6 natural)
hp 42(6d8+24)
Fort +8, Ref +6, Will +4 (+8 vs enchantment spells and effects)
Defensive Abilities Evasion
Speed 50 ft.
Melee Bite +12 (1d8+8 plus trip)
Str 27, Dex 15, Con 18, Int 3, Wis 14, Cha 10
Base Atk +4; CMB +12; CMD 24 (28 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception)
Skills Perception +13, Stealth +8, Survival +3 (scent tracking +7) Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
SQ Link, Shared Rage