Jibbo hires orcs for palace guards for their intimidating stature and not too intelligent nature. When it comes down to it, Jibbo doesn’t want his guards thinking too much about what he asks them to do.
| Orc Palace Guard | Humanoid (orc) medium neutral evil |
| GENERAL | DEFENSE |
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CR: 10 XP: 9600 Init: +7 Senses: Darkvision 60ft |
EAC: 23 KAC 25 (Ferocity, Enhanced Resistance) HP: 165 Fort +12, Ref +10, Will +11 DR: 10/- Immune: -- Resist: -- Weaknesses: Light Sensitivity SR: 0 |
| OFFENSE | STATISTICS |
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Speed: 40 ft. Fly 0 ft. (--) Other Movement -- Melee: Advanced Cryopike +22 (2d8+18C, Reach, Crit Staggered) Space 5 ft. Reach 5 ft. Ranged: Aurora Polarity Rifle +19 (2d8+10E Polarize 1d10) Special attacks: -- Spell-like abilities: -- |
Str 26, Dex 16, Con 20, Int 10, Wis 10, Cha 8 Base Atk +14, Feats: Rabid Response, Charge Attack, Keep Fighting, Rune of Eldritch Night, Cleve Skills: Perception +19, Intimidate +24, Survival +19 Languages: Common, Orc Special Features: -- |
| ECOLOGY | SPECIAL ABILITIES |
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Environment: -- Organization: -- Treasure: Advanced Cryopike / Aurora Polarity Rifle - One weapon, creature loses both if disarmed. still takes move action to switch from one to the other attack type. Quickdraw can be used to switch attach types. Gemforged Plating III Armor |
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