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LORD NAR

CREATURE 4

UNIQUE

CE

MEDIUM

HUMANOID

ORC

Recall Knowledge (humanoid) Society DC 29

Perception +9; Darkvision

Languages Common, Orcish

Skills Athletics +13, Diplomacy +8, Intimidation +8

Str +5, Dex +2, Con +3, Int –1, Wis +1, Cha +0

Items bronze key, +1 greatclub, hatchet (2), hide armor

AC 21; Fort +11, Ref +8, Will +9

HP 68 (+8 temporary HP when raging)

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.

Speed 30 feet

Melee greatclub +14 / +9 / +4 (backswing, shove), Damage 1d10+5 bludgeoning

Melee fist +11 / +7 / +3 (agile, nonlethal, unarmed), Damage 1d4+5 bludgeoning

Ranged hatchet +10 / +6 / +2 (agile, sweep, thrown 10 feet), Damage 1d6+5 slashing

No Escape Trigger An adjacent foe moves away. Effect Lord Nar may move up to his speed but must end his move as close to the triggering creature as possible without entering the triggering creature’s square.

Rage Lord Nar flies into a rage that lasts 1 minute and grants him 8 temporary Hit Points, 4 additional damage with his listed attacks, and a –1 penalty to AC. He cannot use actions that have the concentrate trait while raging, unless they also have the rage trait. Once his rage ends, Nar cannot Rage again for 1 minute.