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Orcish Cursemaker

 

Orcish Cursemaker (CR 6)

XP 2,400
Orc Black Mage 7
CE Medium Humanoid
Init +1; Senses Darkvision 60 ft., low-light vision; Perception +1

DEFENSE

AC 15, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 deflect)
HP 34 (7d6+7)
MP 18
Fort +3, Reflex +3, Will +6
Defensive Abilities Ferocity; Resist Fire 5
Weakness Water

OFFENSE

Speed 30 ft.
Melee Quarterstaff +5 (1d8+2)
Special Abilities  Elemental Shield 6 (5/day), Elemental Seal (1/day), Metamagic Enhancement (2/day), Innate Spells (1/day each) [Mage Armor]
Spells Known (Black Mage CL 7th, Concentration +9)

At will (DC 12) dark orb, daze, detect magic, message
1st (DC 13) blind, mage armor, fire (DC 14), ruin, shocking grasp, sleep, thunder
2nd (DC 14) fire II (DC 15), icy breath, poison, silence, thunder II
3rd (DC 15) bio, blindga, fira (DC 16), fire III (DC 16), lightning bolt, sleepga, thundara, thunder III
4th (DC 16) ball lightning, blaze spikes, dazera, fire IV (DC 17), poisonga, silencega, thunder IV

STATISTICS

Str 14, Dex 12, Con 12, Int 14, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 16
Feats Combat Casting, Elemental Focus (Fire), Spell Penetration, Throw Anything
Skills Appraise +12, Acrobatics +3 (Jump +4), Climb +3, Knowledge (arcana, planes) +12, Spellcraft +12; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Goblin, Orc, Undercommon
SQ  Arcane Knowledge, Black Magery (Elemental Mastery +2), Dark AfflictionFocused Caster, Mage Talent (Concentrate, Dazzling Spell [5/day], Empowered Magic), Spell Proficiency
Gear cure potion(2), 4th-lvl black mage scroll, quarterstaff, bracers of armor +3, 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.