Golgagh Orc (20 RP)

This red, unbelievable strong, resilient and poisonous orcs draws their powers from the demonic blood that flow in their veins.

Type


Aberration (3 RP) Aberrations have bizarre anatomies, strange abilities, alien mindsets, or any combination of the three. They have the darkvision 60 feet racial trait, and needs to breathe, eat, and sleep.

Size


Medium (0 RP) Golgagh orcs have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Base Speed


Slow Speed (–1 RP) Golgagh orcs have a base speed of 20 feet. This speed is never modified by armor or encumbrance.

Ability Score


Paragon (1 RP) +4 Str, -2 Int, -2 Wis, -2 Cha

Language


Xenophobic (0 RP) Golgagh orcs start with their racial language only. Furthermore, choose up to four languages (except for Druidic or other secret languages), one of which must be Common. Golgagh orcs with high Intelligence scores can choose from any of these additional languages.

Racial Traits


Advanced Strenght (+2) (4 RP)


Static Bonus Feat (4 RP) Golgagh orcs receives the Endurance and Toughness feats as bonus feats.


Hardy (3 RP) Golgagh orcs gains a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.


Ferocity (4 RP) Golgagh orcs remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.


Toxic (1 RP) Golgagh orcs have a tainted, poisonous blood. A number of times per day equal to its Constitution modifier (minimum 1/day), agolgagh orcs can envenom a weapon that it wields with its blood (it have to be injured when it uses this ability). Applying venom in this way is a swift action.

  • Life-Stealing Venom (Ex) type injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

Natural Attack: Gore (1 RP) Golgagh orcs have ferocious tusks that causes 1d6 points of piercing damage. They are considered primary natural attacks.


Frenzy (2 RP) Once per day a golgagh orc who smells or tastes blood during combat may fly into a frenzy in the following round, biting and attacking with its weapons until the opponent is dead. It gains +2 Strength, +2 Constitution, and -2 AC. It cannot end its frenzy voluntarily.


Light Blindness (–2 RP) Abrupt exposure to bright light blinds a golgagh orc for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.


Bones (CR 2)

Warrior 2 Golgagh Orc
Chaotic Evil Medium Aberration


  • Initiative +1 Weakness Light Blindness
  • Senses Darkvision 60 ft. Perception +4
  • Languages Orc

Defense

AC 18 (+1 Dex; +7 Armor) (⨍ 16) CMD 18 (⨍ 19)
Touch 11 (⨍ 9) Flat-footed 17 (⨍ 15)
Hit Points 21 (2d10+9)
Fort +5 (⨍ +6) Ref +1 Will -1
*+2 against Poison, Spells, and Spell-like Abilities
Ferocity (Ex) Can fight with HP total below 0.


Statistics

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 14 (+2) 8 (-1) 8 (-1) 6 (-1)


Skills Handle Animal +2; Perception +4; Profession (Soldier) +4; Survival +4
Feats Cleave; Endurance*; Toughness*; Power Attack*


Offense

Melee Axe +7 (1d10+7); Gore +7 (1d6+5)
Ranged Javelin +7 (1d4+5) Range 30 ft.
Base Attack +2 CMB +7
Space 5 ft. Reach 5 ft. Speed 20 ft.

Frenzy (Ex); Life-stealing Venom (DC 13)


Equipment

Axe; Javalins (3); Banded Armor

(Frenzy)


Skulls (CR 2)

Warrior 2 Golgagh Orc
Chaotic Evil Medium Aberration


  • Initiative +1 Weakness Light Blindness
  • Senses Darkvision 60 ft. Perception +4
  • Languages Orc

Defense

AC 18 (+1 Dex; +7 Armor) (⨍ 16) CMD 18 (⨍ 19)
Touch 11 (⨍ 9) Flat-footed 17 (⨍ 15)
Hit Points 21 (2d10+9)
Fort +5 (⨍ +6) Ref +1 Will -1
*+2 against Poison, Spells, and Spell-like Abilities
Ferocity (Ex) Can fight with HP total below 0.


Statistics

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 14 (+2) 8 (-1) 8 (-1) 6 (-1)


Skills Handle Animal +2; Perception +4; Profession (Soldier) +4; Survival +4
Feats Cleave; Endurance*; Toughness*; Power Attack*


Offense

Melee Axe +7 (1d10+7); Gore +7 (1d6+5)
Ranged Javelin +7 (1d4+5) Range 30 ft.
Base Attack +2 CMB +7
Space 5 ft. Reach 5 ft. Speed 20 ft.

Frenzy (Ex); Life-stealing Venom (DC 13)


Equipment

Axe; Javalins (3); Banded Armor

(Frenzy)


Brutal Finger (CR 4)

Scout/Skullking Slayer Rogue 4 Golgagh Orc
Trait Reactionary Chaotic Evil Medium Aberration


  • Initiative +8 Weakness Light Blindness
  • Senses Darkvision 60 ft. Perception +6
  • Languages Orc

Defense

AC 16 (+2 Dex; +4 Armor) (⨍ 14) CMD 19 (⨍ 20)
Touch 12 (⨍ 10) Flat-footed 14 (⨍ 12)
Hit Points 29 (3d8+12) ( 33)
Fort +4 (⨍ +5) Ref +7 Will +4
*+2 against Poison, Spells, and Spell-like Abilities
Ferocity (Ex) Can fight with HP total below 0. Danger Sense (Ex) +1 dodge bonus against traps.
Evasion (Ex) No damage on successful Reflex check.


Statistics

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 10 (+0) 8 (-1) 6 (-1)


Abilities Pass for Human; Underhanded Maneuvers
Talents Surprise Follow-Through; Nimble Climber
Skills Acrobatics +9; Appraise +7; Climb +18; Disguise +6; Knowledge (dungeoneering) +6; Knowledge (geography) +7; Ride +6; Perception +6; Stealth +9; Swim +8
Feats Cleave; Endurance*; Improved Initiative; Toughness*; Power Attack*; Surprise Follow-Through*


Offense

Melee Axe +7 (1d10+7); Gore +7 (1d6+5)
Ranged Javelin +7 (1d4+5) Range 30 ft.
Base Attack +2 CMB +7
Space 5 ft. Reach 5 ft. Speed 20 ft.

Bold Strike (Ex) In charge rolls d8s for sneak attack.
Debilitating Injury (Ex) Debilitates with sneak attack.
Scout's Charge (Ex) Charge trigger sneak attack.
Frenzy (Ex); Life-stealing Venom Type (DC 13)


Equipment

Dagger; Longsword; Crossbow, Light[+3]; Bolt, Light Crossbow [20]; Whistling Bolt, Light Crossbow [5]; Smoke Bolt, Light Crossbow [5]; Chain Shirt, Masterwork

(Frenzy)


Flaming Index (CR 5)

Crossblooded Sorcerer 5 Golgagh Orc
Trait Desperate Focus; Magical Lineage (Scorching Ray); Metamagic Master (Burning Hands)
Neutral Evil Medium Aberration


  • Initiative +6 Weakness Light Blindness
  • Senses Darkvision 90 ft.; Perception +10
  • Languages Common, Orc

Defense

AC 15 (+0 Dex; +2 Shield; +1 Armor; +2 Natural) (⨍ 13) CMD 9 (⨍ 11)
Touch 10 (⨍ 8) Flat-footed 15 (⨍ 13)
Hit Points 17 (5d6-5) ( 22)
Fort +1 (⨍ +2) Ref +2 Will +7 (+11 vs. Fear; Reroll 1/Day)
*+2 against Poison, Spells, and Spell-like Abilities
Dragon Resistances (Ex) Fire resist 5.
Fearless (Ex) +4 bonus against Fear.
Ferocity (Ex) Can fight with HP total below 0.


Statistics

STR DEX CON INT WIS CHA
6 (-3) 10 (+0) 8 (-1) 12 (+1) 14 (+2) 20 (+5)


Abilities
Bloodline Arcana (Draconic [Fire]); (Orc); Claws (Ex); Touch of Rage (8/Day)
Skills Appraise +9; Bluff +9; Craft (alchemy) +8; Intimidate +13; Knowledge (arcana) +9; Knowledge (history) +9; Perception +10; Spellcraft +9; Use Magic Device +13
Feats Additional Traits*; Combat Casting; Eschew Materials*; Improved Initiative; Iron Will; Iron Will, Improved*; Metamagic Spellcaster (Flaring; Furious; Lingering)*


Offense

Melee Claws +3 (1d4-3)
Ranged Burning Hands (5d4+12; DC 16)
            Scorching Ray +3 (4d6+10; Touch Attack)
Base Attack +2 CMB -1
Space 5 ft. Reach 5 ft. Speed 20 ft.
Frenzy (Ex); Life-stealing Venom (DC 9)

Spells Per Day (8/5)
Spells Know
0 (DC 15) Spark; Touch of Fatigue; Mage Hand; Mending; Message
1st (DC 16) Burning Hands*; Mage Armor; Shield; Vanish
2nd (DC 17) Scorching Ray


Equipment

Shield, Light Steel (Quickdraw); Silken Armor; Wand of Infernal Healing [5]

(Frenzy)

Golgagh Worgs

These especially strong, intelligent and cruel worgs are the result of years of selective breeding and an exclusive diet of demoniac flesh.


Worg,Lesser (CR 3)

Fast Zombie +1 HD Worg
Neutral Evil Medium Undead


  • Initiative +4
  • Senses Darkvision 60 ft.; Low-light Vision; Scent
  • Perception +0
  • Languages None

Defense

AC 18 (+4 Dex; +2 Natural; +2 Armor)
Touch 14 Flat-footed 14 CMD 22 (26 vs. Trip)
Hit Points 27 (5d8+5)
Fort +1 Ref +5 Will +2
Immunities Undead Traits


Statistics

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) - - 10 (+0) 10 (+0)


Skills Acrobatics +4; Climb +5; Stealth +4
Feats Power Attack*; Toughness*


Offense

Melee Bite +8 (1d6+8 plus Trip)
Base Attack +3 CMB +8
Space 5 ft. Reach 5 ft. Speed 60 ft.

Quick Strikes (Ex) Whenever a golgagh worg takes a full-attack action, it can make one additional bite attack at its highest base attack bonus.


Equipment

Leather; Barding


Worg (CR 5)

Warbeast +3 HD Worg
Neutral Evil Large Magical Beast


  • Initiative +2
  • Senses Darkvision 60 ft.; Low-light Vision; Scent
  • Perception +12
  • Languages Common; Goblin

Defense

AC 24 (-1 Size; +2 Dex; +7 Natural; +6 Armor)
Touch 11 Flat-footed 22 CMD 29 (37 vs. Trip)
Hit Points 92 (8d10+40)
Fort +8 Ref +6 Will +4
Combative Mount (Ex) A rider gains a +2 circumstance bonus on all Ride checks. A warbeast is proficient with light, medium, and heavy armor.


Statistics

STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 20 (+5) 6 (-3) 16 (+3) 10 (+0)


Skills Acrobatics +6; Climb +13; Perception +12; Stealth +10; Survival +6
Racial +2 to Perception, Stealth and Survival
Feats Improved Natural Weapon (Bite); Lunge*; Power Attack*; Run; Skill Focus (Perception); Trip, Improved; Trip, Greater*


Offense

Melee Bite +15 (1d10+13 plus Trip)
Base Attack +7 CMB +17 (+21 to Trip)
Space 10 ft. Reach 10 ft. Speed 60 ft.


Equipment

Large Breastplate (Agile); Barding, Masterwork


Worg,Greater (CR 9)

Half-Fiend Warbeast +5 HD Worg
Neutral Evil Large Magical Beast


  • Initiative +3
  • Senses Darkvision 60 ft.; Low-light Vision; Scent
  • Perception +17
  • Languages Abyssal; Common; Goblin; Infernal

Defense

AC 32 (-1 Size; +3 Dex; +11 Natural; +9 Armor)
Touch 12 Flat-footed 29 CMD 35 (43 vs. Trip)
Hit Points 137 (10d10+82)
Fort +11 Ref +6 Will +8
DR 5/Magic
Immunities Poison
Resist Acid, Cold, Electricity 10 and Fire 10
Spell Resistance 21
Fortification 50% chance to ignore critical hits or sneak attacks, and damage is instead rolled normally.
Combative Mount (Ex) A rider gains a +2 circumstance bonus on all Ride checks. A warbeast is proficient with light, medium, and heavy armor.


Statistics

STR DEX CON INT WIS CHA
30 (+10) 16 (+3) 24 (+7) 8 (-2) 20 (+5) 12 (+1)


Skills Acrobatics +4; Climb +11; Perception +17; Stealth +6; Survival +11
Racial +2 to Perception, Stealth and Survival
Feats Improved Natural Weapon (Bite); Iron Will; Iron Will, Improved; Lunge*; Multiattack; Power Attack*; Run; Skill Focus (Perception); Trip, Improved; Trip, Greater*


Offense

Melee Bite +20 (1d10+10 plus Trip);
          Claws +18 (1d6+10)
Base Attack +11 CMB +22 (+26 to Trip)
Space 10 ft. Reach 10 ft.
Speed 60 ft.; Fly 100 ft. (Average)


Special Abilities

Smite Good(Su) 1/Day, can add +1 to hit and +10 damage against a Good foe.
Spell-Like Abilities (CL 10)
    3/Day - Darkness, Poison (DC 16);
    1/Day - Contagion (DC 15), Desecrate, Unholy Blight (DC 16);


Equipment

Large Mithral Full Plate; Barding, Fortification (Moderate)