Orc Palace Guard

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
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
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
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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