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K'zaard The DroverCreature 6


UniqueMediumHumanoidOrc
Source Pathfinder #207: The Resurrection Flood
Perception +17 (darkvision)
Languages Common, Orcish
Skills Acrobatics +14, Athletics +11, Deception +16, Diplomacy +15, Stealth +14, Thievery +13
Str +3, Dex +6, Con +3, Int +5, Wis +4, Cha +5

AC 24; Fort +11; Reflex +17; Will +14;
HP 95
Speed 25 feet

Orc Skewermaul One Action +16 (+11, +6) to hit (brace, magical, two hand d10, versatile p) 2d6+6 Bludgeoning
Dagger One Action +15 (+11, +7) to hit (agile, finesse, versatile s) 1d4+6 Piercing
Dagger One Action +15 (+11, +7) to hit (agile, thrown 10, versatile s) 1d4+6 Piercing

Back Pedal Reaction

Trigger K'zaard is targeted by a Strike


Effect K'zaard moves unpredictably and suddenly as he tries to dodge. He gains a +1 circumstance bonus against the triggering attack. After the attack is resolved, K'zaard can Step.

Ferocity Reaction

Trigger The monster is reduced to 0 HP.


Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability

Keep Talking One Action (auditory, mental)

K'zaard continues to speak quickly and convincingly. Creatures Frightened by K'zaard's Weaseling Words can't reduce the frightened condition caused by that effect at the end of their next turn.

Sneak Attack

K'zaard deals 2d6 extra precision damage to Off-Guard creatures.

Weaseling Words Two Actions (auditory, emotion, fear, mental)

K'zaard weaves together a short speech that gives the listener pause. Enemies within 30 feet must attempt a DC 24 will save. While a creature is frightened by this ability, it's Off-Guard to K'zaard.


Critical Success No effect, and the creature is temporarily immune to Weaseling Words for 1 minute.

Success The creature is unaffected.

Failure The creature is uncertain and Frightened 1.

Critical Failure The creature is riddled with self-doubt about its own actions. It is Frightened 2 and can't take hostile actions against K'zaard until the frightened condition ends.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Orc

A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. A weapon with this trait is a weapon which orcs craft and use.