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Zdagren Half-EarCreature 8


UniqueMediumHumanoidOrc
Source Pathfinder #208: Hoof, Cinder, and Storm
Perception +16 (darkvision)
Languages Common, Hallit, Orcish, Petran
Skills Lore +14, Acrobatics +13, Athletics +18, Deception +16, Diplomacy +16, Intimidation +14, Society +14
Str +6, Dex +1, Con +2, Int +2, Wis +2, Cha +4

AC 26; Fort +13; Reflex +12; Will +13; +1 to Will vs. auditory
HP 110
Speed 25 feet

Orc Knuckle Dagger One Action +19 (+15, +11) to hit (agile, disarm) 2d6+8 Piercing

+2 to Perception for Initiative+1 to Will vs. AuditoryHalf-Ear's Luck Free Action

Frequency once per day

Trigger Zdagren takes a critical hit or critically fails a saving throw


Effect The critical hit becomes a normal hit, or the critical failure becomes a normal failure.

Reactive Strike Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Double Slice Two Actions

Zdagren makes two Strikes against the same target, one with each of his knuckle daggers. Zdagren combines the damage of any attacks that hit and applies precision damage, resistances, and weaknesses only once. Both attacks count toward his multiple attack penalty, but the penalty increases only after both attacks.

Formation Command One Action (auditory)

Each ally within 30 feet of Zdagren can Step, or Stride up to half their Speed. Each ally can benefit from Formation Command only once per round.



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.