Latest News

2nd update of the new yea...

Home > Bestiary > Humanoids > Orc Family >

Orcish Beastrider

Orcish Beastrider (CR 8)

XP 4,800
Orc Dark Knight 9
CE Medium Humanoid
Init +2 (+5); Senses Darkvision 60 ft., low-light vision; Perception +1


AC 22, touch 12, flat-footed 21 (+10 armor, +1 Dex, +1 deflect)
HP 88 (9d10+36)
MP 9
Fort +13, Reflex +8, Will +10
Defensive Abilities Dark Blessing, Ferocity; Immune Disease, Poison, Sap; Resist Fire 5
Weakness Water


Speed 20 ft.
Melee +1 Knight Sword +16/+11 (1d10+7/19-20)
Special Attacks Abyssal Arts (6/day, Abyssal Drain, Bloodspiller, Carve and Spit [3 rounds], Syphon Strike), Defile (DC 17 Fort negates blind, silence, or curse), Harm Touch (7/day, 5d6 damage), Shared Offense (+2 att/dmg, 3 rounds), Soul Eater (6/day, 5d6 shadow damage)
Special Abilities Darkside (+3 att/dmg, SR 14, -9 HP per round), Grit Stance (DR 4/- but -4 damage), Last Resort (6 rounds)
Spells Known (Dark Knight CL 6th, Concentration +9)

1st (DC 14) dark, dread, endark, enfeeblement, fear, magic weapon
2nd (DC 15) curse of ill fortune, dark II, demonhide, dread spikes, endark II, temper


Str 22, Dex 14, Con 18, Int 12, Wis 12, Cha 16
Base Atk +9/+4; CMB +15; CMD 27
Feats Cleave, Furious Focus, Great Cleave, Power Attack, Surprised Follow-Through, Throw Anything
Skills Acrobatics +2 (Jump +3), Climb +6, Intimidate +11, Sense Motive +9, Spellcraft +9; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ First Into Battle, Unholy Resilience
Gear hi-potion(2), 2nd-lvl dark knight scroll, knight sword +1, full plate +1, ring of protection +1


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.