a
Orcish Stonechunker (CR 3)
XP 800
Orc Archer 4
CE Medium Humanoid
Init +4; Senses Darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex)
HP 28 (4d8+8)
Fort +3, Reflex +8, Will +2
Defensive Abilities Evasion, Ferocity; Resist Fire 5
OFFENSE
Speed 30 ft.
Melee Falchion +6 (2d4+4/18-20)
Range Longbow +8 (1d8+5/x3)
Special Attacks Aim (move action, +1 Att, Dmg, and skills)
Special Abilities Archery Talents (Defensive Grace, Surprise Shot)
STATISTICS
Str 16, Dex 18, Con 14, Int 8, Wis 12, Cha 6
Base Atk +3; CMB +6; CMD 20
Feats Point Blank, Precise Shot, Rapid Shot, Throw anything
Skills Acrobatics +8 (Jump +9), Climb +2, Perception +6, Stealth +6, Survival +6; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ Agile Archer, Expert Archer +1, Hawkeye (+1 perception, +5 range)
Gear cure potion(2), falchion, longbow, 20 arrows, studded leather armor
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.