MurshekCreature 6
Source Pathfinder #207: The Resurrection Flood
Perception +17 (darkvision)
Languages Common, Draconic, Orcish
Skills Acrobatics +14, Athletics +13, Intimidation +15, Nature +15
Str +4, Dex +5, Con +4, Int +2, Wis +1, Cha +3
AC 23; Fort +15; Reflex +17; Will +11;
HP 105
Speed 25 feet
Fist
+14 (+10, +6) to hit (agile, nonlethal, unarmed) 1d4+8 BludgeoningSpear
+15 (+10, +5) to hit 1d6+10 PiercingSpear
+16 (+11, +6) to hit (thrown 20) 1d6+10 PiercingFerocity

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
Intimidating Strike
Murshek makes a melee Strike. If she hits and deals damage, the target is Frightened 1, or Frightened 2 on a critical hit.
Toxic TeamworkMurshek's attacks exacerbate any venom in her target's system. Against a creature affected by wyvern venom, her Strikes deal additional poison damage equal to twice the current stage of the wyvern venom affecting the target.
Wingrider TrustMurshek and Xithnik operate as a team and verbally coordinate their actions. Xithnik has 3 actions, and Murshek does not need to spend any actions to command him.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
OrcA 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.